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Merge pull request #5973 from Pryme8/P8_Dev_STL

Update to STL Serializer - Binary Support
David Catuhe преди 6 години
родител
ревизия
089de824fd
променени са 1 файла, в които са добавени 100 реда и са изтрити 40 реда
  1. 100 40
      serializers/src/stl/stlSerializer.ts

+ 100 - 40
serializers/src/stl/stlSerializer.ts

@@ -3,55 +3,115 @@ import { VertexBuffer } from "babylonjs/Meshes/buffer";
 import { Vector3 } from "babylonjs/Maths/math";
 
 /**
- * Class for generating STL data from a Babylon scene.
- */
+* Class for generating STL data from a Babylon scene.
+*/
 export class STLExport {
-     /**
-     * Exports the geometry of a Mesh array in .STL file format (ASCII)
-     * @param mesh defines the mesh to serialize
-     * @param fileName Name of the file when downloaded.
-     * @param download triggers the automatic download of the file.
-     * @returns the ASCII STL format
-     */
-    public static ASCII(mesh: Mesh, download = false, fileName?: string): string {
-
-            let data = 'solid exportedMesh\r\n';
-            let vertices = mesh.getVerticesData(VertexBuffer.PositionKind) || [];
-            let indices = mesh.getIndices() || [];
+    /**
+    * Exports the geometry of a Mesh array in .STL file format (ASCII)
+    * @param meshes list defines the mesh to serialize
+    * @param download triggers the automatic download of the file.
+    * @param fileName changes the downloads fileName.
+    * @param binary changes the STL to a binary type.
+	* @param isLittleEndian toggle for binary type exporter.
+    * @returns the STL as UTF8 string
+    */
+    public static CreateSTL(meshes: Mesh[], download: boolean= true, fileName: string= 'STL_Mesh', binary: boolean= false, isLittleEndian: boolean = true): any {
 
-            for (let i = 0; i < indices.length; i += 3) {
-                let id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];
-                let v = [
+        //Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61
+
+        let getFaceData = function(indices: any, vertices: any, i: number) {
+            let id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];
+            let v = [
                 new Vector3(vertices[id[0]], vertices[id[0] + 1], vertices[id[0] + 2]),
                 new Vector3(vertices[id[1]], vertices[id[1] + 1], vertices[id[1] + 2]),
                 new Vector3(vertices[id[2]], vertices[id[2] + 1], vertices[id[2] + 2])
-                ];
-                let p1p2 = v[0].subtract(v[1]);
-                let p3p2 = v[2].subtract(v[1]);
-                let n = (Vector3.Cross(p1p2, p3p2)).normalize();
-
-                data += 'facet normal ' + n.x + ' ' + n.y + ' ' + n.z + '\r\n';
-                data += '\touter loop\r\n';
-                data += '\t\tvertex ' + v[0].x + ' ' + v[0].y + ' ' + v[0].z + '\r\n';
-                data += '\t\tvertex ' + v[1].x + ' ' + v[1].y + ' ' + v[1].z + '\r\n';
-                data += '\t\tvertex ' + v[2].x + ' ' + v[2].y + ' ' + v[2].z + '\r\n';
-                data += '\tendloop\r\n';
-                data += 'endfacet\r\n';
+            ];
+            let p1p2 = v[0].subtract(v[1]);
+            let p3p2 = v[2].subtract(v[1]);
+            let n = (Vector3.Cross(p1p2, p3p2)).normalize();
+
+            return {v, n};
+        };
+
+        let writeVector = function(dataview: any, offset: number, vector: Vector3, isLittleEndian: boolean) {
+                offset = writeFloat(dataview, offset, vector.x, isLittleEndian);
+                offset = writeFloat(dataview, offset, vector.y, isLittleEndian);
+                return writeFloat(dataview, offset, vector.z, isLittleEndian);
+        };
+
+        let writeFloat = function(dataview: any, offset: number, value: number, isLittleEndian: boolean) {
+            dataview.setFloat32(offset, value, isLittleEndian);
+            return offset + 4;
+        };
+
+        let data;
+
+        let faceCount = 0;
+        let offset = 0;
+
+        if (binary) {
+            for (let i = 0; i < meshes.length; i++) {
+                let mesh = meshes[i];
+                let indices = mesh.getIndices();
+                faceCount += indices ? indices.length : 0;
             }
-            data += 'endsolid exportedMesh';
 
-            if (download) {
-                let a = document.createElement('a');
-                let blob = new Blob([data], {'type': 'application/octet-stream'});
-                a.href = window.URL.createObjectURL(blob);
+            let bufferSize = 84 + (50 * faceCount);
+            let buffer = new ArrayBuffer(bufferSize);
+            data = new DataView(buffer);
+
+            offset += 80;
+            data.setUint32(offset, faceCount, isLittleEndian);
+            offset += 4;
 
-                if (!fileName) {
-                    fileName = "STL_Mesh";
+        }else {
+            data = 'solid exportedMesh\r\n';
+        }
+
+        for (let i = 0; i < meshes.length; i++) {
+            let mesh = meshes[i];
+            mesh.bakeCurrentTransformIntoVertices();
+            let vertices = mesh.getVerticesData(VertexBuffer.PositionKind) || [];
+            let indices = mesh.getIndices() || [];
+
+            for (let i = 0; i < indices.length; i += 3) {
+                let fd = getFaceData(indices, vertices, i);
+
+                if (binary) {
+                    offset = writeVector(data, offset, fd.n, isLittleEndian);
+                    offset = writeVector(data, offset, fd.v[0], isLittleEndian);
+                    offset = writeVector(data, offset, fd.v[1], isLittleEndian);
+                    offset = writeVector(data, offset, fd.v[2], isLittleEndian);
+                    offset += 2;
+                }else {
+                    data += 'facet normal ' + fd.n.x + ' ' + fd.n.y + ' ' + fd.n.z + '\r\n';
+                    data += '\touter loop\r\n';
+                    data += '\t\tvertex ' + fd.v[0].x + ' ' + fd.v[0].y + ' ' + fd.v[0].z + '\r\n';
+                    data += '\t\tvertex ' + fd.v[1].x + ' ' + fd.v[1].y + ' ' + fd.v[1].z + '\r\n';
+                    data += '\t\tvertex ' + fd.v[2].x + ' ' + fd.v[2].y + ' ' + fd.v[2].z + '\r\n';
+                    data += '\tendloop\r\n';
+                    data += 'endfacet\r\n';
                 }
-                a.download = fileName + ".stl";
-                a.click();
+
+            }
+        }
+
+        if (!binary) {
+            data += 'endsolid exportedMesh';
+        }
+
+        if (download) {
+            let a = document.createElement('a');
+            let blob = new Blob([data], {'type': 'application/octet-stream'});
+            a.href = window.URL.createObjectURL(blob);
+
+            if (!fileName) {
+                fileName = "STL_Mesh";
             }
+            a.download = fileName + ".stl";
+            a.click();
+        }
 
-            return data;
+    return data;
     }
-}
+}