@babylonjs/serializers 5.42.2 → 5.43.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +3 -3
- package/stl/stlSerializer.d.ts +4 -2
- package/stl/stlSerializer.js +29 -3
- package/stl/stlSerializer.js.map +1 -1
package/package.json
CHANGED
@@ -1,6 +1,6 @@
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{
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"name": "@babylonjs/serializers",
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-
"version": "5.
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+
"version": "5.43.0",
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"main": "index.js",
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"module": "index.js",
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"types": "index.d.ts",
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@@ -18,10 +18,10 @@
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"postcompile": "build-tools -c add-js-to-es6"
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},
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"devDependencies": {
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-
"@babylonjs/core": "^5.
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+
"@babylonjs/core": "^5.43.0",
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"@dev/build-tools": "^1.0.0",
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"@lts/serializers": "^1.0.0",
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24
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-
"babylonjs-gltf2interface": "^5.
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"babylonjs-gltf2interface": "^5.43.0",
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"rimraf": "^3.0.2",
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"typescript": "^4.4.4"
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},
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package/stl/stlSerializer.d.ts
CHANGED
@@ -1,4 +1,5 @@
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1
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-
import
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { InstancedMesh } from "@babylonjs/core/Meshes/instancedMesh.js";
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/**
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* Class for generating STL data from a Babylon scene.
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*/
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@@ -11,7 +12,8 @@ export declare class STLExport {
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* @param binary changes the STL to a binary type.
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* @param isLittleEndian toggle for binary type exporter.
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* @param doNotBakeTransform toggle if meshes transforms should be baked or not.
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* @param supportInstancedMeshes toggle to export instanced Meshes. Enabling support for instanced meshes will override doNoBakeTransform as true
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* @returns the STL as UTF8 string
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*/
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-
static CreateSTL(meshes: Mesh[], download?: boolean, fileName?: string, binary?: boolean, isLittleEndian?: boolean, doNotBakeTransform?: boolean): any;
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static CreateSTL(meshes: (Mesh | InstancedMesh)[], download?: boolean, fileName?: string, binary?: boolean, isLittleEndian?: boolean, doNotBakeTransform?: boolean, supportInstancedMeshes?: boolean): any;
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}
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package/stl/stlSerializer.js
CHANGED
@@ -1,3 +1,5 @@
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { InstancedMesh } from "@babylonjs/core/Meshes/instancedMesh.js";
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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/**
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@@ -12,9 +14,10 @@ export class STLExport {
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* @param binary changes the STL to a binary type.
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* @param isLittleEndian toggle for binary type exporter.
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* @param doNotBakeTransform toggle if meshes transforms should be baked or not.
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* @param supportInstancedMeshes toggle to export instanced Meshes. Enabling support for instanced meshes will override doNoBakeTransform as true
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* @returns the STL as UTF8 string
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*/
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-
static CreateSTL(meshes, download = true, fileName = "stlmesh", binary = false, isLittleEndian = true, doNotBakeTransform = false) {
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static CreateSTL(meshes, download = true, fileName = "stlmesh", binary = false, isLittleEndian = true, doNotBakeTransform = false, supportInstancedMeshes = false) {
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//Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61
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const getFaceData = function (indices, vertices, i) {
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const id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];
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@@ -37,6 +40,29 @@ export class STLExport {
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dataview.setFloat32(offset, value, isLittleEndian);
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return offset + 4;
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};
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const getVerticesData = function (mesh) {
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if (supportInstancedMeshes) {
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let sourceMesh = mesh;
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if (mesh instanceof InstancedMesh) {
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sourceMesh = mesh.sourceMesh;
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}
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const data = sourceMesh.getVerticesData(VertexBuffer.PositionKind, true, true);
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if (!data)
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return [];
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const temp = Vector3.Zero();
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let index;
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for (index = 0; index < data.length; index += 3) {
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Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], mesh.computeWorldMatrix(true), temp).toArray(data, index);
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}
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return data;
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}
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else {
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return mesh.getVerticesData(VertexBuffer.PositionKind) || [];
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}
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};
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if (supportInstancedMeshes) {
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doNotBakeTransform = true;
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}
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let data;
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let faceCount = 0;
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let offset = 0;
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@@ -58,10 +84,10 @@ export class STLExport {
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}
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for (let i = 0; i < meshes.length; i++) {
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const mesh = meshes[i];
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if (!doNotBakeTransform) {
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if (!doNotBakeTransform && mesh instanceof Mesh) {
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mesh.bakeCurrentTransformIntoVertices();
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}
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const vertices =
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const vertices = getVerticesData(mesh);
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const indices = mesh.getIndices() || [];
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for (let i = 0; i < indices.length; i += 3) {
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const fd = getFaceData(indices, vertices, i);
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package/stl/stlSerializer.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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type { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Class for generating STL data from a Babylon scene.\r\n */\r\nexport class STLExport {\r\n /**\r\n * Exports the geometry of a Mesh array in .STL file format (ASCII)\r\n * @param meshes list defines the mesh to serialize\r\n * @param download triggers the automatic download of the file.\r\n * @param fileName changes the downloads fileName.\r\n * @param binary changes the STL to a binary type.\r\n * @param isLittleEndian toggle for binary type exporter.\r\n * @param doNotBakeTransform toggle if meshes transforms should be baked or not.\r\n * @returns the STL as UTF8 string\r\n */\r\n public static CreateSTL(\r\n meshes: Mesh[],\r\n download: boolean = true,\r\n fileName: string = \"stlmesh\",\r\n binary: boolean = false,\r\n isLittleEndian: boolean = true,\r\n doNotBakeTransform: boolean = false\r\n ): any {\r\n //Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61\r\n\r\n const getFaceData = function (indices: any, vertices: any, i: number) {\r\n const id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];\r\n const v = [\r\n new Vector3(vertices[id[0]], vertices[id[0] + 2], vertices[id[0] + 1]),\r\n new Vector3(vertices[id[1]], vertices[id[1] + 2], vertices[id[1] + 1]),\r\n new Vector3(vertices[id[2]], vertices[id[2] + 2], vertices[id[2] + 1]),\r\n ];\r\n const p1p2 = v[0].subtract(v[1]);\r\n const p3p2 = v[2].subtract(v[1]);\r\n const n = Vector3.Cross(p3p2, p1p2).normalize();\r\n\r\n return { v, n };\r\n };\r\n\r\n const writeVector = function (dataview: any, offset: number, vector: Vector3, isLittleEndian: boolean) {\r\n offset = writeFloat(dataview, offset, vector.x, isLittleEndian);\r\n offset = writeFloat(dataview, offset, vector.y, isLittleEndian);\r\n return writeFloat(dataview, offset, vector.z, isLittleEndian);\r\n };\r\n\r\n const writeFloat = function (dataview: any, offset: number, value: number, isLittleEndian: boolean) {\r\n dataview.setFloat32(offset, value, isLittleEndian);\r\n return offset + 4;\r\n };\r\n\r\n let data;\r\n\r\n let faceCount = 0;\r\n let offset = 0;\r\n\r\n if (binary) {\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const indices = mesh.getIndices();\r\n faceCount += indices ? indices.length / 3 : 0;\r\n }\r\n\r\n const bufferSize = 84 + 50 * faceCount;\r\n const buffer = new ArrayBuffer(bufferSize);\r\n data = new DataView(buffer);\r\n\r\n offset += 80;\r\n data.setUint32(offset, faceCount, isLittleEndian);\r\n offset += 4;\r\n } else {\r\n data = \"solid stlmesh\\r\\n\";\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (!doNotBakeTransform) {\r\n mesh.bakeCurrentTransformIntoVertices();\r\n }\r\n const vertices = mesh.getVerticesData(VertexBuffer.PositionKind) || [];\r\n const indices = mesh.getIndices() || [];\r\n\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const fd = getFaceData(indices, vertices, i);\r\n\r\n if (binary) {\r\n offset = writeVector(data, offset, fd.n, isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[0], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[1], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[2], isLittleEndian);\r\n offset += 2;\r\n } else {\r\n data += \"facet normal \" + fd.n.x + \" \" + fd.n.y + \" \" + fd.n.z + \"\\r\\n\";\r\n data += \"\\touter loop\\r\\n\";\r\n data += \"\\t\\tvertex \" + fd.v[0].x + \" \" + fd.v[0].y + \" \" + fd.v[0].z + \"\\r\\n\";\r\n data += \"\\t\\tvertex \" + fd.v[1].x + \" \" + fd.v[1].y + \" \" + fd.v[1].z + \"\\r\\n\";\r\n data += \"\\t\\tvertex \" + fd.v[2].x + \" \" + fd.v[2].y + \" \" + fd.v[2].z + \"\\r\\n\";\r\n data += \"\\tendloop\\r\\n\";\r\n data += \"endfacet\\r\\n\";\r\n }\r\n }\r\n }\r\n\r\n if (!binary) {\r\n data += \"endsolid stlmesh\";\r\n }\r\n\r\n if (download) {\r\n const a = document.createElement(\"a\");\r\n const blob = new Blob([data], { type: \"application/octet-stream\" });\r\n a.href = window.URL.createObjectURL(blob);\r\n a.download = fileName + \".stl\";\r\n a.click();\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n"]}
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+
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{ Mesh } from \"core/Meshes/mesh\";\r\nimport { InstancedMesh } from \"core/Meshes/instancedMesh\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Class for generating STL data from a Babylon scene.\r\n */\r\nexport class STLExport {\r\n /**\r\n * Exports the geometry of a Mesh array in .STL file format (ASCII)\r\n * @param meshes list defines the mesh to serialize\r\n * @param download triggers the automatic download of the file.\r\n * @param fileName changes the downloads fileName.\r\n * @param binary changes the STL to a binary type.\r\n * @param isLittleEndian toggle for binary type exporter.\r\n * @param doNotBakeTransform toggle if meshes transforms should be baked or not.\r\n * @param supportInstancedMeshes toggle to export instanced Meshes. Enabling support for instanced meshes will override doNoBakeTransform as true\r\n * @returns the STL as UTF8 string\r\n */\r\n public static CreateSTL(\r\n meshes: (Mesh | InstancedMesh)[],\r\n download: boolean = true,\r\n fileName: string = \"stlmesh\",\r\n binary: boolean = false,\r\n isLittleEndian: boolean = true,\r\n doNotBakeTransform: boolean = false,\r\n supportInstancedMeshes: boolean = false\r\n ): any {\r\n //Binary support adapted from https://gist.github.com/paulkaplan/6d5f0ab2c7e8fdc68a61\r\n\r\n const getFaceData = function (indices: any, vertices: any, i: number) {\r\n const id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];\r\n const v = [\r\n new Vector3(vertices[id[0]], vertices[id[0] + 2], vertices[id[0] + 1]),\r\n new Vector3(vertices[id[1]], vertices[id[1] + 2], vertices[id[1] + 1]),\r\n new Vector3(vertices[id[2]], vertices[id[2] + 2], vertices[id[2] + 1]),\r\n ];\r\n const p1p2 = v[0].subtract(v[1]);\r\n const p3p2 = v[2].subtract(v[1]);\r\n const n = Vector3.Cross(p3p2, p1p2).normalize();\r\n\r\n return { v, n };\r\n };\r\n\r\n const writeVector = function (dataview: any, offset: number, vector: Vector3, isLittleEndian: boolean) {\r\n offset = writeFloat(dataview, offset, vector.x, isLittleEndian);\r\n offset = writeFloat(dataview, offset, vector.y, isLittleEndian);\r\n return writeFloat(dataview, offset, vector.z, isLittleEndian);\r\n };\r\n\r\n const writeFloat = function (dataview: any, offset: number, value: number, isLittleEndian: boolean) {\r\n dataview.setFloat32(offset, value, isLittleEndian);\r\n return offset + 4;\r\n };\r\n\r\n const getVerticesData = function (mesh: InstancedMesh | Mesh) {\r\n if (supportInstancedMeshes) {\r\n let sourceMesh = mesh;\r\n if (mesh instanceof InstancedMesh) {\r\n sourceMesh = mesh.sourceMesh;\r\n }\r\n const data = sourceMesh.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n if (!data) return [];\r\n const temp = Vector3.Zero();\r\n let index;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], mesh.computeWorldMatrix(true), temp).toArray(data, index);\r\n }\r\n return data;\r\n } else {\r\n return mesh.getVerticesData(VertexBuffer.PositionKind) || [];\r\n }\r\n };\r\n\r\n if (supportInstancedMeshes) {\r\n doNotBakeTransform = true;\r\n }\r\n\r\n let data;\r\n\r\n let faceCount = 0;\r\n let offset = 0;\r\n\r\n if (binary) {\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const indices = mesh.getIndices();\r\n faceCount += indices ? indices.length / 3 : 0;\r\n }\r\n\r\n const bufferSize = 84 + 50 * faceCount;\r\n const buffer = new ArrayBuffer(bufferSize);\r\n data = new DataView(buffer);\r\n\r\n offset += 80;\r\n data.setUint32(offset, faceCount, isLittleEndian);\r\n offset += 4;\r\n } else {\r\n data = \"solid stlmesh\\r\\n\";\r\n }\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n if (!doNotBakeTransform && mesh instanceof Mesh) {\r\n mesh.bakeCurrentTransformIntoVertices();\r\n }\r\n const vertices = getVerticesData(mesh);\r\n const indices = mesh.getIndices() || [];\r\n\r\n for (let i = 0; i < indices.length; i += 3) {\r\n const fd = getFaceData(indices, vertices, i);\r\n\r\n if (binary) {\r\n offset = writeVector(data, offset, fd.n, isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[0], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[1], isLittleEndian);\r\n offset = writeVector(data, offset, fd.v[2], isLittleEndian);\r\n offset += 2;\r\n } else {\r\n data += \"facet normal \" + fd.n.x + \" \" + fd.n.y + \" \" + fd.n.z + \"\\r\\n\";\r\n data += \"\\touter loop\\r\\n\";\r\n data += \"\\t\\tvertex \" + fd.v[0].x + \" \" + fd.v[0].y + \" \" + fd.v[0].z + \"\\r\\n\";\r\n data += \"\\t\\tvertex \" + fd.v[1].x + \" \" + fd.v[1].y + \" \" + fd.v[1].z + \"\\r\\n\";\r\n data += \"\\t\\tvertex \" + fd.v[2].x + \" \" + fd.v[2].y + \" \" + fd.v[2].z + \"\\r\\n\";\r\n data += \"\\tendloop\\r\\n\";\r\n data += \"endfacet\\r\\n\";\r\n }\r\n }\r\n }\r\n\r\n if (!binary) {\r\n data += \"endsolid stlmesh\";\r\n }\r\n\r\n if (download) {\r\n const a = document.createElement(\"a\");\r\n const blob = new Blob([data], { type: \"application/octet-stream\" });\r\n a.href = window.URL.createObjectURL(blob);\r\n a.download = fileName + \".stl\";\r\n a.click();\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n"]}
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