File: //var/www/aspa/three/addons/exporters/STLExporter.js
import { Vector3 } from 'three';
/**
 * Usage:
 *  const exporter = new STLExporter();
 *
 *  // second argument is a list of options
 *  const data = exporter.parse( mesh, { binary: true } );
 *
 */
class STLExporter {
	parse( scene, options = {} ) {
		options = Object.assign( {
			binary: false
		}, options );
		const binary = options.binary;
		//
		const objects = [];
		let triangles = 0;
		scene.traverse( function ( object ) {
			if ( object.isMesh ) {
				const geometry = object.geometry;
				const index = geometry.index;
				const positionAttribute = geometry.getAttribute( 'position' );
				triangles += ( index !== null ) ? ( index.count / 3 ) : ( positionAttribute.count / 3 );
				objects.push( {
					object3d: object,
					geometry: geometry
				} );
			}
		} );
		let output;
		let offset = 80; // skip header
		if ( binary === true ) {
			const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
			const arrayBuffer = new ArrayBuffer( bufferLength );
			output = new DataView( arrayBuffer );
			output.setUint32( offset, triangles, true ); offset += 4;
		} else {
			output = '';
			output += 'solid exported\n';
		}
		const vA = new Vector3();
		const vB = new Vector3();
		const vC = new Vector3();
		const cb = new Vector3();
		const ab = new Vector3();
		const normal = new Vector3();
		for ( let i = 0, il = objects.length; i < il; i ++ ) {
			const object = objects[ i ].object3d;
			const geometry = objects[ i ].geometry;
			const index = geometry.index;
			const positionAttribute = geometry.getAttribute( 'position' );
			if ( index !== null ) {
				// indexed geometry
				for ( let j = 0; j < index.count; j += 3 ) {
					const a = index.getX( j + 0 );
					const b = index.getX( j + 1 );
					const c = index.getX( j + 2 );
					writeFace( a, b, c, positionAttribute, object );
				}
			} else {
				// non-indexed geometry
				for ( let j = 0; j < positionAttribute.count; j += 3 ) {
					const a = j + 0;
					const b = j + 1;
					const c = j + 2;
					writeFace( a, b, c, positionAttribute, object );
				}
			}
		}
		if ( binary === false ) {
			output += 'endsolid exported\n';
		}
		return output;
		function writeFace( a, b, c, positionAttribute, object ) {
			vA.fromBufferAttribute( positionAttribute, a );
			vB.fromBufferAttribute( positionAttribute, b );
			vC.fromBufferAttribute( positionAttribute, c );
			if ( object.isSkinnedMesh === true ) {
				object.applyBoneTransform( a, vA );
				object.applyBoneTransform( b, vB );
				object.applyBoneTransform( c, vC );
			}
			vA.applyMatrix4( object.matrixWorld );
			vB.applyMatrix4( object.matrixWorld );
			vC.applyMatrix4( object.matrixWorld );
			writeNormal( vA, vB, vC );
			writeVertex( vA );
			writeVertex( vB );
			writeVertex( vC );
			if ( binary === true ) {
				output.setUint16( offset, 0, true ); offset += 2;
			} else {
				output += '\t\tendloop\n';
				output += '\tendfacet\n';
			}
		}
		function writeNormal( vA, vB, vC ) {
			cb.subVectors( vC, vB );
			ab.subVectors( vA, vB );
			cb.cross( ab ).normalize();
			normal.copy( cb ).normalize();
			if ( binary === true ) {
				output.setFloat32( offset, normal.x, true ); offset += 4;
				output.setFloat32( offset, normal.y, true ); offset += 4;
				output.setFloat32( offset, normal.z, true ); offset += 4;
			} else {
				output += '\tfacet normal ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
				output += '\t\touter loop\n';
			}
		}
		function writeVertex( vertex ) {
			if ( binary === true ) {
				output.setFloat32( offset, vertex.x, true ); offset += 4;
				output.setFloat32( offset, vertex.y, true ); offset += 4;
				output.setFloat32( offset, vertex.z, true ); offset += 4;
			} else {
				output += '\t\t\tvertex ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
			}
		}
	}
}
export { STLExporter };