/** * @author kovacsv / http://kovacsv.hu/ * @author mrdoob / http://mrdoob.com/ * @author mudcube / http://mudcu.be/ */ THREE.STLBinaryExporter = function () {}; THREE.STLBinaryExporter.prototype = { constructor: THREE.STLBinaryExporter, parse: ( function () { var vector = new THREE.Vector3(); var normalMatrixWorld = new THREE.Matrix3(); return function ( scene ) { var triangles = 0; scene.traverse( function ( object ) { if ( !(object instanceof THREE.Mesh) ) return; triangles += object.geometry.faces.length; }); var offset = 80; // skip header var bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4; var arrayBuffer = new ArrayBuffer(bufferLength); var output = new DataView(arrayBuffer); output.setUint32(offset, triangles, true); offset += 4; scene.traverse( function ( object ) { if ( !(object instanceof THREE.Mesh) ) return; if ( !(object.geometry instanceof THREE.Geometry )) return; var geometry = object.geometry; var matrixWorld = object.matrixWorld; var vertices = geometry.vertices; var faces = geometry.faces; normalMatrixWorld.getNormalMatrix( matrixWorld ); for ( var i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize(); output.setFloat32(offset, vector.x, true); offset += 4; // normal output.setFloat32(offset, vector.y, true); offset += 4; output.setFloat32(offset, vector.z, true); offset += 4; var indices = [ face.a, face.b, face.c ]; for ( var j = 0; j < 3; j ++ ) { vector.copy( vertices[ indices[ j ] ] ).applyMatrix4( matrixWorld ); output.setFloat32(offset, vector.x, true); offset += 4; // vertices output.setFloat32(offset, vector.y, true); offset += 4; output.setFloat32(offset, vector.z, true); offset += 4; } output.setUint16(offset, 0, true); offset += 2; // attribute byte count } } ); return output; }; }() ) };