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- 1. Go to: http://www.brainfacts.org/3d-brain#intro=false
- 2. Copy this into console:
- THREE.STLExporter = function () {};
- THREE.STLExporter.prototype = {
- constructor: THREE.STLExporter,
- parse: ( function () {
- var vector = new THREE.Vector3();
- var normalMatrixWorld = new THREE.Matrix3();
- return function parse( scene, options ) {
- if ( options === undefined ) options = {};
- var binary = options.binary !== undefined ? options.binary : false;
- //
- var objects = [];
- var triangles = 0;
- scene.traverse( function ( object ) {
- if ( object.isMesh ) {
- var geometry = object.geometry;
- if ( geometry.isBufferGeometry ) {
- geometry = new THREE.Geometry().fromBufferGeometry( geometry );
- }
- if ( geometry.isGeometry ) {
- triangles += geometry.faces.length;
- objects.push( {
- geometry: geometry,
- matrixWorld: object.matrixWorld
- } );
- }
- }
- } );
- if ( binary ) {
- 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;
- for ( var i = 0, il = objects.length; i < il; i ++ ) {
- var object = objects[ i ];
- var vertices = object.geometry.vertices;
- var faces = object.geometry.faces;
- var matrixWorld = object.matrixWorld;
- normalMatrixWorld.getNormalMatrix( matrixWorld );
- for ( var j = 0, jl = faces.length; j < jl; j ++ ) {
- var face = faces[ j ];
- 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 k = 0; k < 3; k ++ ) {
- vector.copy( vertices[ indices[ k ] ] ).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;
- } else {
- var output = '';
- output += 'solid exported\n';
- for ( var i = 0, il = objects.length; i < il; i ++ ) {
- var object = objects[ i ];
- var vertices = object.geometry.vertices;
- var faces = object.geometry.faces;
- var matrixWorld = object.matrixWorld;
- normalMatrixWorld.getNormalMatrix( matrixWorld );
- for ( var j = 0, jl = faces.length; j < jl; j ++ ) {
- var face = faces[ j ];
- 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 k = 0; k < 3; k ++ ) {
- vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld );
- output += '\t\t\tvertex ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n';
- }
- output += '\t\tendloop\n';
- output += '\tendfacet\n';
- }
- }
- output += 'endsolid exported\n';
- return output;
- }
- };
- }() )
- };
- 3. Do this:
- var exporter = new THREE.STLExporter();
- 4. Do this:
- var data = exporter.parse( Bapp.Controller.instances["bapp-main-container"].scene.scene, { binary: true } );
- 5. Do this:
- function download(content, fileName, contentType) {
- var a = document.createElement("a");
- var file = new Blob([content], {type: contentType});
- a.href = URL.createObjectURL(file);
- a.download = fileName;
- a.click();
- }
- 6. Do this:
- download(data, 'stl.txt', 'text/plain');
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