Last active
September 8, 2024 16:49
-
-
Save kjlubick/fb6ba9c51df63ba0951f to your computer and use it in GitHub Desktop.
Exports a THREE.js scene mesh to STL, making it suitable for 3d printing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
The MIT License | |
Copyright © 2010-2016 three.js authors | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/** | |
* Based on https://github.com/mrdoob/three.js/blob/a72347515fa34e892f7a9bfa66a34fdc0df55954/examples/js/exporters/STLExporter.js | |
* Tested on r68 and r70 | |
* @author kjlubick / https://github.com/kjlubick | |
* @author kovacsv / http://kovacsv.hu/ | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
THREE.STLExporter = function () {}; | |
THREE.STLExporter.prototype = { | |
constructor: THREE.STLExporter, | |
parse: ( function () { | |
var vector = new THREE.Vector3(); | |
var normalMatrixWorld = new THREE.Matrix3(); | |
return function ( scene ) { | |
var output = ''; | |
output += 'solid exported\n'; | |
scene.traverse( function ( object ) { | |
if ( object instanceof THREE.Mesh ) { | |
var geometry = object.geometry; | |
var matrixWorld = object.matrixWorld; | |
var mesh = object; | |
if ( geometry instanceof THREE.Geometry ) { | |
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 += '\tfacet normal ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n'; | |
output += '\t\touter loop\n'; | |
var indices = [ face.a, face.b, face.c ]; | |
for ( var j = 0; j < 3; j ++ ) { | |
var vertexIndex = indices[ j ]; | |
if (mesh.geometry.skinIndices.length == 0) { | |
vector.copy( vertices[ vertexIndex ] ).applyMatrix4( matrixWorld ); | |
output += '\t\t\tvertex ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n'; | |
} else { | |
vector.copy( vertices[ vertexIndex ] ); //.applyMatrix4( matrixWorld ); | |
// see https://github.com/mrdoob/three.js/issues/3187 | |
boneIndices = []; | |
boneIndices[0] = mesh.geometry.skinIndices[vertexIndex].x; | |
boneIndices[1] = mesh.geometry.skinIndices[vertexIndex].y; | |
boneIndices[2] = mesh.geometry.skinIndices[vertexIndex].z; | |
boneIndices[3] = mesh.geometry.skinIndices[vertexIndex].w; | |
weights = []; | |
weights[0] = mesh.geometry.skinWeights[vertexIndex].x; | |
weights[1] = mesh.geometry.skinWeights[vertexIndex].y; | |
weights[2] = mesh.geometry.skinWeights[vertexIndex].z; | |
weights[3] = mesh.geometry.skinWeights[vertexIndex].w; | |
inverses = []; | |
inverses[0] = mesh.skeleton.boneInverses[ boneIndices[0] ]; | |
inverses[1] = mesh.skeleton.boneInverses[ boneIndices[1] ]; | |
inverses[2] = mesh.skeleton.boneInverses[ boneIndices[2] ]; | |
inverses[3] = mesh.skeleton.boneInverses[ boneIndices[3] ]; | |
skinMatrices = []; | |
skinMatrices[0] = mesh.skeleton.bones[ boneIndices[0] ].matrixWorld; | |
skinMatrices[1] = mesh.skeleton.bones[ boneIndices[1] ].matrixWorld; | |
skinMatrices[2] = mesh.skeleton.bones[ boneIndices[2] ].matrixWorld; | |
skinMatrices[3] = mesh.skeleton.bones[ boneIndices[3] ].matrixWorld; | |
var finalVector = new THREE.Vector4(); | |
for(var k = 0; k<4; k++) { | |
var tempVector = new THREE.Vector4(vector.x, vector.y, vector.z); | |
tempVector.multiplyScalar(weights[k]); | |
//the inverse takes the vector into local bone space | |
tempVector.applyMatrix4(inverses[k]) | |
//which is then transformed to the appropriate world space | |
.applyMatrix4(skinMatrices[k]); | |
finalVector.add(tempVector); | |
} | |
output += '\t\t\tvertex ' + finalVector.x + ' ' + finalVector.y + ' ' + finalVector.z + '\n'; | |
} | |
} | |
output += '\t\tendloop\n'; | |
output += '\tendfacet\n'; | |
} | |
} | |
} | |
} ); | |
output += 'endsolid exported\n'; | |
return output; | |
}; | |
}() ) | |
}; | |
// Use FileSaver.js 'saveAs' function to save the string | |
function saveSTL( scene, name ){ | |
var exporter = new THREE.STLExporter(); | |
var stlString = exporter.parse( scene ); | |
var blob = new Blob([stlString], {type: 'text/plain'}); | |
saveAs(blob, name + '.stl'); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Nice gist, would be a fine addition to @joostn work on OpenJSCAD https://github.com/joostn/OpenJsCad/blob/gh-pages/src/formats.js