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IKRS.DivisibleOBJBuilder.js~
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IKRS.DivisibleOBJBuilder.js~
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/**
* A Three.js geometry-to-OBJ converter.
*
* Thanks to AlexChet for the code snippet:
* http://stackoverflow.com/questions/11367822/exporting-a-three-js-mesh-as-an-obj-or-stl
*
*
* @author Ikaros Kappler
* @date 2014-04-25
* @version 1.0.0
**/
/**
THREE.saveGeometryToObj = function (geometry) {
var s = '';
for (i = 0; i < geometry.vertices.length; i++) {
s+= 'v '+(geometry.vertices[i].x) + ' ' +
geometry.vertices[i].y + ' '+
geometry.vertices[i].z + '\n';
}
for (i = 0; i < geometry.faces.length; i++) {
s+= 'f '+ (geometry.faces[i].a+1) + ' ' +
(geometry.faces[i].b+1) + ' '+
(geometry.faces[i].c+1);
if (geometry.faces[i].d !== undefined) {
s+= ' '+ (geometry.faces[i].d+1);
}
s+= '\n';
}
return s;
}
**/
IKRS.DivisibleOBJBuilder = function( meshes,
filename,
processListener,
maxChunkSize,
millimeterPerUnit,
exportSingleMesh
) {
IKRS.Object.call( this );
if( !filename )
filename = "extrusion.obj";
if( !millimeterPerUnit )
millimeterPerUnit = 0.5; // The default value in the BezierCanvasHandler
// It is possible to pass an array or a single gerometry
if( typeof meshes.length === "undefined" )
meshes = [ meshes ];
this.meshes = meshes;
this.filename = filename;
this.processListener = processListener;
this.maxChunkSize = maxChunkSize;
this.millimeterPerUnit = millimeterPerUnit;
this.exportSingleMesh = exportSingleMesh;
this.currentMeshIndex = 0;
this.currentVertexIndex = 0;
this.currentTriangleIndex = 0;
this.chunkResults = [];
/*
// Calculated projected chunk count
var totalTriangleCount = 0;
for( var i = 0; i < this.meshes.length; i++ ) {
totalTriangleCount += this.meshes[i].geometry.faces.length;
}
// ~3167 bytes for 10 facets (triangles)
this.projectedSize =
this.meshes.length*21 // "solid pixel\n" and "endsolid\n"
+
Math.round(totalTriangleCount/10) * 3167;
this.projectedChunkCount = Math.ceil( this.projectedSize / this.maxChunkSize );
*/
var vertexDataSize = 0;
var faceDataSize = 0;
for( var i = 0; i < meshes.length; i++ ) {
// Vertices are stored as
// "v " + <x> + " " + <y> " " + <z> + "\n"
// => 5 constant bytes + 3*float [16 characters]
vertexDataSize += meshes[i].geometry.vertices.length * (6 + 3 * 16);
// Faces are stored as
// "f " + <a> + " " + <b> + " " + " " <c>\n"
// => 5 constant bytes + 3*int (let's say at 100*100 vertices the average int length is 5).
// NOTE THAT QUAD FACES ARE NOT RESPECTED HERE.
faceDataSize += meshes[i].geometry.vertices.length * (6 + 3 * 5);
}
this.projectedSize =
this.meshes.length*10 // "o " + <name> + "\n"
+
vertexDataSize
+
faceDataSize;
this.projectedChunkCount = Math.ceil( this.projectedSize / this.maxChunkSize );
this.interrupted = false;
}
IKRS.DivisibleOBJBuilder.prototype = new IKRS.Object();
IKRS.DivisibleOBJBuilder.prototype.constructor = IKRS.DivisibleOBJBuilder;
/**
* Processes the next chunk of data.
*
* @return true if there is at least one next part, false otherwise.
**/
IKRS.DivisibleOBJBuilder.prototype.processNextChunk = function() {
if( this.interrupted )
return false;
var tmpResult = this._saveOBJ( this.currentMeshIndex,
this.currentVertexIndex,
this.currentTriangleIndex,
this.maxChunkSize,
this.millimeterPerUnit,
this.exportSingleMesh
);
this.currentMeshIndex = tmpResult.meshIndex;
this.currentVertexIndex = tmpResult.vertexIndex;
this.currentTriangleIndex = tmpResult.triangleIndex;
//window.alert( "chunks.length=" + this.chunkResults.length );
return ( tmpResult.returnCode==0 &&
this.currentMeshIndex < this.meshes.length &&
this.currentTriangleIndex < this.meshes[this.currentMeshIndex].geometry.faces.length
);
}
IKRS.DivisibleOBJBuilder.prototype.interrupt = function() {
this.interrupted = true;
}
IKRS.DivisibleOBJBuilder.prototype.isInterrupted = function() {
return this.interrupted;
}
IKRS.DivisibleOBJBuilder.prototype.getProcessedChunkCount = function() {
return this.chunkResults.length;
}
IKRS.DivisibleOBJBuilder.prototype.getProjectedChunkCount = function() {
return this.projectedChunkCount;
}
IKRS.DivisibleOBJBuilder.prototype.saveOBJResult = function() {
var objString = this.chunkResults.join( "\n\n" );
var blob = new Blob([objString], {type: 'text/plain'});
window.saveAs(blob, this.filename);
}
IKRS.DivisibleOBJBuilder.prototype._saveOBJ = function( meshIndex,
vertexIndex,
triangleIndex,
maxChunkSize,
millimeterPerUnit,
exportSingleMesh
) {
var currentChunkSize = 0;
while( meshIndex < this.meshes.length &&
currentChunkSize < maxChunkSize
) {
var currentMesh = this.meshes[ meshIndex ];
//window.alert( meshes[i].geometry );
var tmpResult = this._buildOBJ( currentMesh.geometry,
meshIndex,
vertexIndex,
triangleIndex,
currentChunkSize,
maxChunkSize,
millimeterPerUnit,
exportSingleMesh
);
this.chunkResults.push( tmpResult.value );
currentChunkSize += tmpResult.chunkSize;
vertexIndex = tmpResult.vertexIndex;
triangleIndex = tmpResult.triangleIndex;
// Next mesh?
if( triangleIndex >= currentMesh.geometry.faces.length ) {
meshIndex++;
vertexIndex = 0;
triangleIndex = 0;
}
}
return { returnCode: 0,
meshIndex: meshIndex,
vertexIndex: vertexIndex,
triangleIndex: triangleIndex
};
};
IKRS.DivisibleOBJBuilder.prototype._buildOBJ = function( geometry,
meshIndex,
vertexIndex,
triangleIndex,
currentChunkSize,
maxChunkSize,
millimeterPerUnit,
exportSingleMesh
) {
var vertices = geometry.vertices;
// Warning!
// The faces may be Face4 and not Face3!
var tris = geometry.faces;
// Use an array as StringBuffer (concatenation is extremely slow in IE6).
var obj = [];
var chunkSize = 0;
// Next mesh following?
if( triangleIndex == 0 &&
(!exportSingleMesh || (exportSingleMesh && meshIndex==0))
) {
//stl.push( "solid pixel\n" );
//chunkSize += ("solid pixel\n").length;
var objectLine = "o mesh[" + meshIndex + "]\n";
obj.push( objectLine );
chunkSize += objectLine.length;
}
// Fist print triangles
while( vertexIndex < vertices.length &&
currentChunkSize+chunkSize < maxChunkSize
) {
var tmpData =
"v " +
vertices[vertexIndex].x + " " +
vertices[vertexIndex].y + " " +
vertices[vertexIndex].z + "\n";
vertexIndex++;
obj.push( tmpData );
chunkSize += tmpData.length;
}
// Add an empty line after the vertex list
if( vertexIndex >= vertices.length ) {
obj.push( "\n\n" );
chunkSize += 2;
}
while( triangleIndex < tris.length &&
currentChunkSize+chunkSize < maxChunkSize
) {
/*
var tmpBuffer = [];
var triangle = tris[triangleIndex];
tmpBuffer.push( " facet normal " + this._stringifyVector( triangle.normal, millimeterPerUnit ) + "\n");
tmpBuffer.push(" outer loop\n");
tmpBuffer.push(" " + this._stringifyVertex( vertices[ triangle.a ], millimeterPerUnit ) );
tmpBuffer.push(" " + this._stringifyVertex( vertices[ triangle.b ], millimeterPerUnit ) );
tmpBuffer.push(" " + this._stringifyVertex( vertices[ triangle.c ], millimeterPerUnit ) );
tmpBuffer.push(" endloop \n");
tmpBuffer.push(" endfacet \n");
var tmpData = tmpBuffer.join("");
*/
var triangle = tris[triangleIndex];
// Note that OBJ indices start at 1.
var tmpData =
"f " +
(triangle.a+1) + " " +
(triangle.b+1) + " " +
(triangle.c+1) + " ";
triangleIndex++;
obj.push( tmpData );
chunkSize += tmpData.length;
}
// Add to empty lines after face list.
if( triangleIndex >= tris.length &&
(!exportSingleMesh || (exportSingleMesh && meshIndex+1>=this.meshes.length))
) {
obj.push( "\n\n" );
chunkSize += 2;
}
// Convert array to string
var data = obj.join("");
return { returnCode: 0,
value: data,
chunkSize: chunkSize,
vertexIndex: vertexIndex,
triangleIndex: triangleIndex
};
};
/*
IKRS.DivisibleSTLBuilder.prototype._stringifyVector = function( vec,
millimeterPerUnit
) {
// var mm = value * millimeterPerUnit
return "" +
(vec.x*millimeterPerUnit) +
" " +
(vec.y*millimeterPerUnit) +
" " +
(vec.z*millimeterPerUnit);
};
IKRS.DivisibleSTLBuilder.prototype._stringifyVertex = function( vec,
millimeterPerUnit
) {
return "vertex " + this._stringifyVector(vec,millimeterPerUnit) + " \n";
};
*/