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formats.js
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formats.js
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/*
## Formats.js
Copyright (c) 2014 bebbi ([email protected])
Copyright (c) 2013 Eduard Bespalov ([email protected])
Copyright (c) 2013 Rene K. Mueller ([email protected])
Copyright (c) 2012 Joost Nieuwenhuijse ([email protected])
Copyright (c) 2011 Evan Wallace (http://evanw.github.com/csg.js/)
Copyright (c) 2012 Alexandre Girard (https://github.com/alx)
Exporting CSG into various formats:
- AMF
- X3D
- STL (ASCII & Binary)
Exporting CAG into various formats:
- DXF
- SVG
License: MIT license
*/
// import the required modules if necessary
if(typeof module !== 'undefined') { // used via nodejs
CSG = require(lib+'csg.js').CSG;
CAG = require(lib+'csg.js').CAG;
Blob = require(lib+'Blob.js').Blob;
}
////////////////////////////////////////////
// X3D Export
////////////////////////////////////////////
(function(module) {
CSG.prototype.toX3D = function() {
// materialPolygonLists
// key: a color string (e.g. "0 1 1" for yellow)
// value: an array of strings specifying polygons of this color
// (as space-separated indices into vertexCoords)
var materialPolygonLists = {},
// list of coordinates (as "x y z" strings)
vertexCoords = [],
// map to look up the index in vertexCoords of a given vertex
vertexTagToCoordIndexMap = {};
this.polygons.map(function(p) {
var red = 0,
green = 0,
blue = 1; // default color is blue
if (p.shared && p.shared.color) {
red = p.shared.color[0];
green = p.shared.color[1];
blue = p.shared.color[2];
}
var polygonVertexIndices = [],
numvertices = p.vertices.length,
vertex;
for (var i = 0; i < numvertices; i++) {
vertex = p.vertices[i];
if (!(vertex.getTag() in vertexTagToCoordIndexMap)) {
vertexCoords.push(vertex.pos._x.toString() + " " +
vertex.pos._y.toString() + " " +
vertex.pos._z.toString()
);
vertexTagToCoordIndexMap[vertex.getTag()] = vertexCoords.length - 1;
}
polygonVertexIndices.push(vertexTagToCoordIndexMap[vertex.getTag()]);
}
var polygonString = polygonVertexIndices.join(" ");
var colorString = red.toString() + " " + green.toString() + " " + blue.toString();
if (!(colorString in materialPolygonLists)) {
materialPolygonLists[colorString] = [];
}
// add this polygonString to the list of colorString-colored polygons
materialPolygonLists[colorString].push(polygonString);
});
// create output document
var docType = document.implementation.createDocumentType("X3D",
"ISO//Web3D//DTD X3D 3.1//EN","http://www.web3d.org/specifications/x3d-3.1.dtd");
var exportDoc = document.implementation.createDocument(null, "X3D", docType);
exportDoc.insertBefore(
exportDoc.createProcessingInstruction('xml', 'version="1.0" encoding="UTF-8"'),
exportDoc.doctype);
var exportRoot = exportDoc.getElementsByTagName("X3D")[0];
exportRoot.setAttribute("profile", "Interchange");
exportRoot.setAttribute("version", "3.1");
exportRoot.setAttribute("xsd:noNamespaceSchemaLocation", "http://www.web3d.org/specifications/x3d-3.1.xsd");
exportRoot.setAttribute("xmlns:xsd", "http://www.w3.org/2001/XMLSchema-instance");
var exportScene = exportDoc.createElement("Scene");
exportRoot.appendChild(exportScene);
/*
For each color, create a shape made of an appropriately colored
material which contains all polygons that are this color.
The first shape will contain the definition of all vertices,
(<Coordinate DEF="coords_mesh"/>), which will be referenced by
subsequent shapes.
*/
var coordsMeshDefined = false;
for (var colorString in materialPolygonLists) {
var polygonList = materialPolygonLists[colorString];
var shape = exportDoc.createElement("Shape");
exportScene.appendChild(shape);
var appearance = exportDoc.createElement("Appearance");
shape.appendChild(appearance);
var material = exportDoc.createElement("Material");
appearance.appendChild(material);
material.setAttribute("diffuseColor", colorString);
material.setAttribute("ambientIntensity", "1.0");
var ifs = exportDoc.createElement("IndexedFaceSet");
shape.appendChild(ifs);
ifs.setAttribute("solid", "true");
ifs.setAttribute("coordIndex", polygonList.join(" -1 ") + " -1");
var coordinate = exportDoc.createElement("Coordinate");
ifs.appendChild(coordinate);
if (coordsMeshDefined) {
coordinate.setAttribute("USE", "coords_mesh");
} else {
coordinate.setAttribute("DEF", "coords_mesh");
coordinate.setAttribute("point", vertexCoords.join(" "));
coordsMeshDefined = true;
}
}
var x3dstring = (new XMLSerializer()).serializeToString(exportDoc);
return new Blob([x3dstring], {
type: "model/x3d+xml"
});
};
////////////////////////////////////////////
// STL Binary Export
////////////////////////////////////////////
// see http://en.wikipedia.org/wiki/STL_%28file_format%29#Binary_STL
CSG.prototype.toStlBinary = function() {
// first check if the host is little-endian:
var buffer = new ArrayBuffer(4);
var int32buffer = new Int32Array(buffer, 0, 1);
var int8buffer = new Int8Array(buffer, 0, 4);
int32buffer[0] = 0x11223344;
if (int8buffer[0] != 0x44) {
throw new Error("Binary STL output is currently only supported on little-endian (Intel) processors");
}
var numtriangles = 0;
this.polygons.map(function(p) {
var numvertices = p.vertices.length;
var thisnumtriangles = (numvertices >= 3) ? numvertices - 2 : 0;
numtriangles += thisnumtriangles;
});
var headerarray = new Uint8Array(80);
for (var i = 0; i < 80; i++) {
headerarray[i] = 65;
}
var ar1 = new Uint32Array(1);
ar1[0] = numtriangles;
// write the triangles to allTrianglesBuffer:
var allTrianglesBuffer = new ArrayBuffer(50 * numtriangles);
var allTrianglesBufferAsInt8 = new Int8Array(allTrianglesBuffer);
// a tricky problem is that a Float32Array must be aligned at 4-byte boundaries (at least in certain browsers)
// while each triangle takes 50 bytes. Therefore we write each triangle to a temporary buffer, and copy that
// into allTrianglesBuffer:
var triangleBuffer = new ArrayBuffer(50);
var triangleBufferAsInt8 = new Int8Array(triangleBuffer);
// each triangle consists of 12 floats:
var triangleFloat32array = new Float32Array(triangleBuffer, 0, 12);
// and one uint16:
var triangleUint16array = new Uint16Array(triangleBuffer, 48, 1);
var byteoffset = 0;
this.polygons.map(function(p) {
var numvertices = p.vertices.length;
for (var i = 0; i < numvertices - 2; i++) {
var normal = p.plane.normal;
triangleFloat32array[0] = normal._x;
triangleFloat32array[1] = normal._y;
triangleFloat32array[2] = normal._z;
var arindex = 3;
for (var v = 0; v < 3; v++) {
var vv = v + ((v > 0) ? i : 0);
var vertexpos = p.vertices[vv].pos;
triangleFloat32array[arindex++] = vertexpos._x;
triangleFloat32array[arindex++] = vertexpos._y;
triangleFloat32array[arindex++] = vertexpos._z;
}
triangleUint16array[0] = 0;
// copy the triangle into allTrianglesBuffer:
allTrianglesBufferAsInt8.set(triangleBufferAsInt8, byteoffset);
byteoffset += 50;
}
});
return new Blob([headerarray.buffer, ar1.buffer, allTrianglesBuffer], {
type: "application/sla"
});
};
////////////////////////////////////////////
// STL String Export
////////////////////////////////////////////
CSG.prototype.toStlString = function() {
var result = "solid csg.js\n";
this.polygons.map(function(p) {
result += p.toStlString();
});
result += "endsolid csg.js\n";
return new Blob([result], {
type: "application/sla"
});
};
CSG.Vector3D.prototype.toStlString = function() {
return this._x + " " + this._y + " " + this._z;
};
CSG.Vertex.prototype.toStlString = function() {
return "vertex " + this.pos.toStlString() + "\n";
};
CSG.Polygon.prototype.toStlString = function() {
var result = "";
if (this.vertices.length >= 3) // should be!
{
// STL requires triangular polygons. If our polygon has more vertices, create
// multiple triangles:
var firstVertexStl = this.vertices[0].toStlString();
for (var i = 0; i < this.vertices.length - 2; i++) {
result += "facet normal " + this.plane.normal.toStlString() + "\nouter loop\n";
result += firstVertexStl;
result += this.vertices[i + 1].toStlString();
result += this.vertices[i + 2].toStlString();
result += "endloop\nendfacet\n";
}
}
return result;
};
////////////////////////////////////////////
// DXF Export
////////////////////////////////////////////
CAG.PathsToDxf = function(paths) {
var str = "999\nDXF generated by OpenJsCad\n";
str += " 0\nSECTION\n 2\nHEADER\n";
str += " 0\nENDSEC\n";
str += " 0\nSECTION\n 2\nTABLES\n";
str += " 0\nTABLE\n 2\nLTYPE\n 70\n1\n";
str += " 0\nLTYPE\n 2\nCONTINUOUS\n 3\nSolid Line\n 72\n65\n 73\n0\n 40\n0.0\n";
str += " 0\nENDTAB\n";
str += " 0\nTABLE\n 2\nLAYER\n 70\n1\n";
str += " 0\nLAYER\n 2\nOpenJsCad\n 62\n7\n 6\ncontinuous\n";
str += " 0\nENDTAB\n";
str += " 0\nTABLE\n 2\nSTYLE\n 70\n0\n 0\nENDTAB\n";
str += " 0\nTABLE\n 2\nVIEW\n 70\n0\n 0\nENDTAB\n";
str += " 0\nENDSEC\n";
str += " 0\nSECTION\n 2\nBLOCKS\n";
str += " 0\nENDSEC\n";
str += " 0\nSECTION\n 2\nENTITIES\n";
paths.map(function(path) {
var numpoints_closed = path.points.length + (path.closed ? 1 : 0);
str += " 0\nLWPOLYLINE\n 8\nOpenJsCad\n 90\n" + numpoints_closed + "\n 70\n" + (path.closed ? 1 : 0) + "\n";
for (var pointindex = 0; pointindex < numpoints_closed; pointindex++) {
var pointindexwrapped = pointindex;
if (pointindexwrapped >= path.points.length) pointindexwrapped -= path.points.length;
var point = path.points[pointindexwrapped];
str += " 10\n" + point.x + "\n 20\n" + point.y + "\n 30\n0.0\n";
}
});
str += " 0\nENDSEC\n 0\nEOF\n";
return new Blob([str], {
type: "application/dxf"
});
};
CAG.prototype.toDxf = function() {
var paths = this.getOutlinePaths();
return CAG.PathsToDxf(paths);
};
////////////////////////////////////////////
// AMF Export
////////////////////////////////////////////
CSG.prototype.toAMFString = function(m) {
var result = "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n<amf"+(m&&m.unit?" unit=\"+m.unit\"":"")+">\n";
for(var k in m) {
result += "<metadata type=\""+k+"\">"+m[k]+"</metadata>\n";
}
result += "<object id=\"0\">\n<mesh>\n<vertices>\n";
this.polygons.map(function(p) { // first we dump all vertices of all polygons
for(var i=0; i<p.vertices.length; i++) {
result += p.vertices[i].toAMFString();
}
});
result += "</vertices>\n";
var n = 0;
this.polygons.map(function(p) { // then we dump all polygons
result += "<volume>\n";
if(p.vertices.length<3)
return;
var r = 1, g = 0.4, b = 1, a = 1, colorSet = false;
if(p.shared && p.shared.color) {
r = p.shared.color[0];
g = p.shared.color[1];
b = p.shared.color[2];
a = p.shared.color[3];
colorSet = true;
} else if(p.color) {
r = p.color[0];
g = p.color[1];
b = p.color[2];
if(p.color.length()>3) a = p.color[3];
colorSet = true;
}
result += "<color><r>"+r+"</r><g>"+g+"</g><b>"+b+"</b>"+(a!==undefined?"<a>"+a+"</a>":"")+"</color>";
for(var i=0; i<p.vertices.length-2; i++) { // making sure they are all triangles (triangular polygons)
result += "<triangle>";
result += "<v1>" + (n) + "</v1>";
result += "<v2>" + (n+i+1) + "</v2>";
result += "<v3>" + (n+i+2) + "</v3>";
result += "</triangle>\n";
}
n += p.vertices.length;
result += "</volume>\n";
});
result += "</mesh>\n</object>\n";
result += "</amf>\n";
return new Blob([result], {
type: "application/amf+xml"
});
};
CSG.Vector3D.prototype.toAMFString = function() {
return "<x>" + this._x + "</x><y>" + this._y + "</y><z>" + this._z + "</z>";
};
CSG.Vertex.prototype.toAMFString = function() {
return "<vertex><coordinates>" + this.pos.toAMFString() + "</coordinates></vertex>\n";
};
////////////////////////////////////////////
// SVG Export
////////////////////////////////////////////
CAG.PathsToSvg = function(paths,bounds) {
// calculate offsets in order to create paths orientated from the 0,0 axis
var xoffset = 0 - bounds[0].x;
var yoffset = 0 - bounds[0].y;
var str = '<g>\n';
paths.map(function(path) {
str += '<path d="';
// FIXME add fill color when CAG has support for colors
var numpoints_closed = path.points.length + (path.closed ? 1 : 0);
for (var pointindex = 0; pointindex < numpoints_closed; pointindex++) {
var pointindexwrapped = pointindex;
if (pointindexwrapped >= path.points.length) pointindexwrapped -= path.points.length;
var point = path.points[pointindexwrapped];
if (pointindex > 0 ) {
str += 'L'+(point.x+xoffset)+' '+(point.y+yoffset);
} else {
str += 'M'+(point.x+xoffset)+' '+(point.y+yoffset);
}
}
str += '"/>\n';
});
str += '</g>\n';
return str;
};
CAG.prototype.toSvg = function() {
var decimals = 1000;
// mirror the CAG about the X axis in order to generate paths into the POSITIVE direction
var plane = new CSG.Plane(CSG.Vector3D.Create(0, 1, 0), 0);
var cag = this.transform(CSG.Matrix4x4.mirroring(plane));
var bounds = cag.getBounds();
var paths = cag.getOutlinePaths();
var width = Math.round((bounds[1].x - bounds[0].x)*decimals)/decimals;
var height = Math.round((bounds[1].y - bounds[0].y)*decimals)/decimals;
var svg = '<?xml version="1.0" encoding="UTF-8"?>\n';
svg += '<!-- Generated by OpenJSCAD.org -->\n';
svg += '<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1 Tiny//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11-tiny.dtd">\n';
svg += '<svg width="'+width+'mm" height="'+height+'mm" viewBox="0 0 '+width+' '+height+'" version="1.1" baseProfile="tiny" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">\n';
svg += CAG.PathsToSvg(paths,bounds);
svg += '</svg>';
return new Blob([svg], {
type: "image/svg+xml"
});
};
// re-export CSG and CAG with the extended prototypes
module.CSG = CSG;
module.CAG = CAG;
})(this);