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Exports a THREE.js scene mesh to STL, making it suitable for 3d printing
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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. |
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/** | |
* 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'); | |
} |
Hi Kevin, I finally updated your code to include morphTarget data. you can find it here for your reference.
https://gist.github.com/jcarletto27/e271bbb7639c4bed2427
Hi! I updated your code. I include support of BufferGeometry and support of AMD, common.js and ES6 modules. Also I published npm package and added you to contributors in package.json. https://github.com/atnartur/three-STLexporter
Hi Kevin!, thanks for this script. Could you possibly update for r83? I can't make it work. atnartur's works but the model is not correctly exported. looses posture and such (humanoid model in my case).
Thanks!
Nice gist, would be a fine addition to @joostn work on OpenJSCAD https://github.com/joostn/OpenJsCad/blob/gh-pages/src/formats.js
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Kevin, thanks for this! Any chance you found a way to apply morphs in this fashion as well? I'm pulling my hair out trying to adapt your code.