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- /**
- * Copyright (c) 2021-2023 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Sukolsak Sakshuwong <sukolsak@stanford.edu>
- */
- import { asciiWrite } from '../../mol-io/common/ascii';
- import { Box3D } from '../../mol-math/geometry';
- import { Vec3, Mat4 } from '../../mol-math/linear-algebra';
- import { PLUGIN_VERSION } from '../../mol-plugin/version';
- import { RuntimeContext } from '../../mol-task';
- import { MeshExporter, AddMeshInput } from './mesh-exporter';
- // avoiding namespace lookup improved performance in Chrome (Aug 2020)
- const v3fromArray = Vec3.fromArray;
- const v3transformMat4 = Vec3.transformMat4;
- const v3triangleNormal = Vec3.triangleNormal;
- const v3toArray = Vec3.toArray;
- // https://www.fabbers.com/tech/STL_Format
- export type StlData = {
- stl: Uint8Array
- }
- export class StlExporter extends MeshExporter<StlData> {
- readonly fileExtension = 'stl';
- private triangleBuffers: ArrayBuffer[] = [];
- private triangleCount = 0;
- private centerTransform: Mat4;
- protected async addMeshWithColors(input: AddMeshInput) {
- const { values, isGeoTexture, mode, ctx } = input;
- if (mode !== 'triangles') return;
- const t = Mat4();
- const tmpV = Vec3();
- const v1 = Vec3();
- const v2 = Vec3();
- const v3 = Vec3();
- const stride = isGeoTexture ? 4 : 3;
- const aTransform = values.aTransform.ref.value;
- const instanceCount = values.uInstanceCount.ref.value;
- for (let instanceIndex = 0; instanceIndex < instanceCount; ++instanceIndex) {
- if (ctx.shouldUpdate) await ctx.update({ current: instanceIndex + 1 });
- const { vertices, indices, vertexCount, drawCount } = StlExporter.getInstance(input, instanceIndex);
- Mat4.fromArray(t, aTransform, instanceIndex * 16);
- Mat4.mul(t, this.centerTransform, t);
- // position
- const vertexArray = new Float32Array(vertexCount * 3);
- for (let i = 0; i < vertexCount; ++i) {
- v3transformMat4(tmpV, v3fromArray(tmpV, vertices, i * stride), t);
- v3toArray(tmpV, vertexArray, i * 3);
- }
- // face
- const triangleBuffer = new ArrayBuffer(50 * drawCount);
- const dataView = new DataView(triangleBuffer);
- for (let i = 0; i < drawCount; i += 3) {
- v3fromArray(v1, vertexArray, (isGeoTexture ? i : indices![i]) * 3);
- v3fromArray(v2, vertexArray, (isGeoTexture ? i + 1 : indices![i + 1]) * 3);
- v3fromArray(v3, vertexArray, (isGeoTexture ? i + 2 : indices![i + 2]) * 3);
- v3triangleNormal(tmpV, v1, v2, v3);
- const byteOffset = 50 * i;
- dataView.setFloat32(byteOffset, tmpV[0], true);
- dataView.setFloat32(byteOffset + 4, tmpV[1], true);
- dataView.setFloat32(byteOffset + 8, tmpV[2], true);
- dataView.setFloat32(byteOffset + 12, v1[0], true);
- dataView.setFloat32(byteOffset + 16, v1[1], true);
- dataView.setFloat32(byteOffset + 20, v1[2], true);
- dataView.setFloat32(byteOffset + 24, v2[0], true);
- dataView.setFloat32(byteOffset + 28, v2[1], true);
- dataView.setFloat32(byteOffset + 32, v2[2], true);
- dataView.setFloat32(byteOffset + 36, v3[0], true);
- dataView.setFloat32(byteOffset + 40, v3[1], true);
- dataView.setFloat32(byteOffset + 44, v3[2], true);
- }
- this.triangleBuffers.push(triangleBuffer);
- this.triangleCount += drawCount;
- }
- }
- async getData() {
- const stl = new Uint8Array(84 + 50 * this.triangleCount);
- asciiWrite(stl, `Exported from Mol* ${PLUGIN_VERSION}`);
- const dataView = new DataView(stl.buffer);
- dataView.setUint32(80, this.triangleCount, true);
- let byteOffset = 84;
- for (const buffer of this.triangleBuffers) {
- stl.set(new Uint8Array(buffer), byteOffset);
- byteOffset += buffer.byteLength;
- }
- return { stl };
- }
- async getBlob(ctx: RuntimeContext) {
- return new Blob([(await this.getData()).stl], { type: 'model/stl' });
- }
- constructor(boundingBox: Box3D) {
- super();
- const tmpV = Vec3();
- Vec3.add(tmpV, boundingBox.min, boundingBox.max);
- Vec3.scale(tmpV, tmpV, -0.5);
- this.centerTransform = Mat4.fromTranslation(Mat4(), tmpV);
- }
- }
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