95 lines
2.3 KiB
JavaScript
95 lines
2.3 KiB
JavaScript
/**
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* @author kovacsv / http://kovacsv.hu/
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* @author mrdoob / http://mrdoob.com/
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* @author mudcube / http://mudcu.be/
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*/
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THREE.STLBinaryExporter = function () {};
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THREE.STLBinaryExporter.prototype = {
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constructor: THREE.STLBinaryExporter,
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parse: ( function () {
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var vector = new THREE.Vector3();
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var normalMatrixWorld = new THREE.Matrix3();
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return function parse( scene ) {
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// We collect objects first, as we may need to convert from BufferGeometry to Geometry
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var objects = [];
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var triangles = 0;
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scene.traverse( function ( object ) {
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if ( ! ( object instanceof THREE.Mesh ) ) return;
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var geometry = object.geometry;
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if ( geometry instanceof THREE.BufferGeometry ) {
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geometry = new THREE.Geometry().fromBufferGeometry( geometry );
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}
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if ( ! ( geometry instanceof THREE.Geometry ) ) return;
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triangles += geometry.faces.length;
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objects.push( {
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geometry: geometry,
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matrix: object.matrixWorld
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} );
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} );
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var offset = 80; // skip header
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var bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
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var arrayBuffer = new ArrayBuffer( bufferLength );
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var output = new DataView( arrayBuffer );
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output.setUint32( offset, triangles, true ); offset += 4;
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// Traversing our collected objects
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objects.forEach( function ( object ) {
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var vertices = object.geometry.vertices;
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var faces = object.geometry.faces;
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normalMatrixWorld.getNormalMatrix( object.matrix );
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for ( var i = 0, l = faces.length; i < l; i ++ ) {
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var face = faces[ i ];
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vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize();
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output.setFloat32( offset, vector.x, true ); offset += 4; // normal
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output.setFloat32( offset, vector.y, true ); offset += 4;
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output.setFloat32( offset, vector.z, true ); offset += 4;
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var indices = [ face.a, face.b, face.c ];
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for ( var j = 0; j < 3; j ++ ) {
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vector.copy( vertices[ indices[ j ] ] ).applyMatrix4( object.matrix );
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output.setFloat32( offset, vector.x, true ); offset += 4; // vertices
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output.setFloat32( offset, vector.y, true ); offset += 4;
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output.setFloat32( offset, vector.z, true ); offset += 4;
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}
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output.setUint16( offset, 0, true ); offset += 2; // attribute byte count
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}
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} );
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return output;
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};
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}() )
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};
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