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Exporters: Create ES modules.

Don McCurdy 6 years ago
parent
commit
eebcbca97e

+ 635 - 0
examples/jsm/exporters/ColladaExporter.js

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+/**
+ * @author Garrett Johnson / http://gkjohnson.github.io/
+ * https://github.com/gkjohnson/collada-exporter-js
+ *
+ * Usage:
+ *  var exporter = new ColladaExporter();
+ *
+ *  var data = exporter.parse(mesh);
+ *
+ * Format Definition:
+ *  https://www.khronos.org/collada/
+ */
+
+import {
+	BufferGeometry,
+	Color,
+	DoubleSide,
+	Geometry,
+	Matrix4,
+	Mesh,
+	MeshBasicMaterial,
+	MeshLambertMaterial
+} from "../../../build/three.module.js";
+
+var ColladaExporter = function () {};
+
+ColladaExporter.prototype = {
+
+	constructor: ColladaExporter,
+
+	parse: function ( object, onDone, options = {} ) {
+
+		options = Object.assign( {
+			version: '1.4.1',
+			author: null,
+			textureDirectory: '',
+		}, options );
+
+		if ( options.textureDirectory !== '' ) {
+
+			options.textureDirectory = `${ options.textureDirectory }/`
+				.replace( /\\/g, '/' )
+				.replace( /\/+/g, '/' );
+
+		}
+
+		var version = options.version;
+		if ( version !== '1.4.1' && version !== '1.5.0' ) {
+
+			console.warn( `ColladaExporter : Version ${ version } not supported for export. Only 1.4.1 and 1.5.0.` );
+			return null;
+
+		}
+
+		// Convert the urdf xml into a well-formatted, indented format
+		function format( urdf ) {
+
+			var IS_END_TAG = /^<\//;
+			var IS_SELF_CLOSING = /(\?>$)|(\/>$)/;
+			var HAS_TEXT = /<[^>]+>[^<]*<\/[^<]+>/;
+
+			var pad = ( ch, num ) => ( num > 0 ? ch + pad( ch, num - 1 ) : '' );
+
+			var tagnum = 0;
+			return urdf
+				.match( /(<[^>]+>[^<]+<\/[^<]+>)|(<[^>]+>)/g )
+				.map( tag => {
+
+					if ( ! HAS_TEXT.test( tag ) && ! IS_SELF_CLOSING.test( tag ) && IS_END_TAG.test( tag ) ) {
+
+						tagnum --;
+
+					}
+
+					var res = `${ pad( '  ', tagnum ) }${ tag }`;
+
+					if ( ! HAS_TEXT.test( tag ) && ! IS_SELF_CLOSING.test( tag ) && ! IS_END_TAG.test( tag ) ) {
+
+						tagnum ++;
+
+					}
+
+					return res;
+
+				} )
+				.join( '\n' );
+
+		}
+
+		// Convert an image into a png format for saving
+		function base64ToBuffer( str ) {
+
+			var b = atob( str );
+			var buf = new Uint8Array( b.length );
+
+			for ( var i = 0, l = buf.length; i < l; i ++ ) {
+
+				buf[ i ] = b.charCodeAt( i );
+
+			}
+
+			return buf;
+
+		}
+
+		var canvas, ctx;
+		function imageToData( image, ext ) {
+
+			canvas = canvas || document.createElement( 'canvas' );
+			ctx = ctx || canvas.getContext( '2d' );
+
+			canvas.width = image.naturalWidth;
+			canvas.height = image.naturalHeight;
+
+			ctx.drawImage( image, 0, 0 );
+
+			// Get the base64 encoded data
+			var base64data = canvas
+				.toDataURL( `image/${ ext }`, 1 )
+				.replace( /^data:image\/(png|jpg);base64,/, '' );
+
+			// Convert to a uint8 array
+			return base64ToBuffer( base64data );
+
+		}
+
+		// gets the attribute array. Generate a new array if the attribute is interleaved
+		var getFuncs = [ 'getX', 'getY', 'getZ', 'getW' ];
+		function attrBufferToArray( attr ) {
+
+			if ( attr.isInterleavedBufferAttribute ) {
+
+				// use the typed array constructor to save on memory
+				var arr = new attr.array.constructor( attr.count * attr.itemSize );
+				var size = attr.itemSize;
+				for ( var i = 0, l = attr.count; i < l; i ++ ) {
+
+					for ( var j = 0; j < size; j ++ ) {
+
+						arr[ i * size + j ] = attr[ getFuncs[ j ] ]( i );
+
+					}
+
+				}
+
+				return arr;
+
+			} else {
+
+				return attr.array;
+
+			}
+
+		}
+
+		// Returns an array of the same type starting at the `st` index,
+		// and `ct` length
+		function subArray( arr, st, ct ) {
+
+			if ( Array.isArray( arr ) ) return arr.slice( st, st + ct );
+			else return new arr.constructor( arr.buffer, st * arr.BYTES_PER_ELEMENT, ct );
+
+		}
+
+		// Returns the string for a geometry's attribute
+		function getAttribute( attr, name, params, type ) {
+
+			var array = attrBufferToArray( attr );
+			var res =
+					`<source id="${ name }">` +
+
+					`<float_array id="${ name }-array" count="${ array.length }">` +
+					array.join( ' ' ) +
+					'</float_array>' +
+
+					'<technique_common>' +
+					`<accessor source="#${ name }-array" count="${ Math.floor( array.length / attr.itemSize ) }" stride="${ attr.itemSize }">` +
+
+					params.map( n => `<param name="${ n }" type="${ type }" />` ).join( '' ) +
+
+					'</accessor>' +
+					'</technique_common>' +
+					'</source>';
+
+			return res;
+
+		}
+
+		// Returns the string for a node's transform information
+		var transMat;
+		function getTransform( o ) {
+
+			// ensure the object's matrix is up to date
+			// before saving the transform
+			o.updateMatrix();
+
+			transMat = transMat || new Matrix4();
+			transMat.copy( o.matrix );
+			transMat.transpose();
+			return `<matrix>${ transMat.toArray().join( ' ' ) }</matrix>`;
+
+		}
+
+		// Process the given piece of geometry into the geometry library
+		// Returns the mesh id
+		function processGeometry( g ) {
+
+			var info = geometryInfo.get( g );
+
+			if ( ! info ) {
+
+				// convert the geometry to bufferGeometry if it isn't already
+				var bufferGeometry = g;
+				if ( bufferGeometry instanceof Geometry ) {
+
+					bufferGeometry = ( new BufferGeometry() ).fromGeometry( bufferGeometry );
+
+				}
+
+				var meshid = `Mesh${ libraryGeometries.length + 1 }`;
+
+				var indexCount =
+					bufferGeometry.index ?
+						bufferGeometry.index.count * bufferGeometry.index.itemSize :
+						bufferGeometry.attributes.position.count;
+
+				var groups =
+					bufferGeometry.groups != null && bufferGeometry.groups.length !== 0 ?
+						bufferGeometry.groups :
+						[ { start: 0, count: indexCount, materialIndex: 0 } ];
+
+				var gnode = `<geometry id="${ meshid }" name="${ g.name }"><mesh>`;
+
+				// define the geometry node and the vertices for the geometry
+				var posName = `${ meshid }-position`;
+				var vertName = `${ meshid }-vertices`;
+				gnode += getAttribute( bufferGeometry.attributes.position, posName, [ 'X', 'Y', 'Z' ], 'float' );
+				gnode += `<vertices id="${ vertName }"><input semantic="POSITION" source="#${ posName }" /></vertices>`;
+
+				// NOTE: We're not optimizing the attribute arrays here, so they're all the same length and
+				// can therefore share the same triangle indices. However, MeshLab seems to have trouble opening
+				// models with attributes that share an offset.
+				// MeshLab Bug#424: https://sourceforge.net/p/meshlab/bugs/424/
+
+				// serialize normals
+				var triangleInputs = `<input semantic="VERTEX" source="#${ vertName }" offset="0" />`;
+				if ( 'normal' in bufferGeometry.attributes ) {
+
+					var normName = `${ meshid }-normal`;
+					gnode += getAttribute( bufferGeometry.attributes.normal, normName, [ 'X', 'Y', 'Z' ], 'float' );
+					triangleInputs += `<input semantic="NORMAL" source="#${ normName }" offset="0" />`;
+
+				}
+
+				// serialize uvs
+				if ( 'uv' in bufferGeometry.attributes ) {
+
+					var uvName = `${ meshid }-texcoord`;
+					gnode += getAttribute( bufferGeometry.attributes.uv, uvName, [ 'S', 'T' ], 'float' );
+					triangleInputs += `<input semantic="TEXCOORD" source="#${ uvName }" offset="0" set="0" />`;
+
+				}
+
+				// serialize colors
+				if ( 'color' in bufferGeometry.attributes ) {
+
+					var colName = `${ meshid }-color`;
+					gnode += getAttribute( bufferGeometry.attributes.color, colName, [ 'X', 'Y', 'Z' ], 'uint8' );
+					triangleInputs += `<input semantic="COLOR" source="#${ colName }" offset="0" />`;
+
+				}
+
+				var indexArray = null;
+				if ( bufferGeometry.index ) {
+
+					indexArray = attrBufferToArray( bufferGeometry.index );
+
+				} else {
+
+					indexArray = new Array( indexCount );
+					for ( var i = 0, l = indexArray.length; i < l; i ++ ) indexArray[ i ] = i;
+
+				}
+
+				for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+					var group = groups[ i ];
+					var subarr = subArray( indexArray, group.start, group.count );
+					var polycount = subarr.length / 3;
+					gnode += `<triangles material="MESH_MATERIAL_${ group.materialIndex }" count="${ polycount }">`;
+					gnode += triangleInputs;
+
+					gnode += `<p>${ subarr.join( ' ' ) }</p>`;
+					gnode += '</triangles>';
+
+				}
+
+				gnode += `</mesh></geometry>`;
+
+				libraryGeometries.push( gnode );
+
+				info = { meshid: meshid, bufferGeometry: bufferGeometry };
+				geometryInfo.set( g, info );
+
+			}
+
+			return info;
+
+		}
+
+		// Process the given texture into the image library
+		// Returns the image library
+		function processTexture( tex ) {
+
+			var texid = imageMap.get( tex );
+			if ( texid == null ) {
+
+				texid = `image-${ libraryImages.length + 1 }`;
+
+				var ext = 'png';
+				var name = tex.name || texid;
+				var imageNode = `<image id="${ texid }" name="${ name }">`;
+
+				if ( version === '1.5.0' ) {
+
+					imageNode += `<init_from><ref>${ options.textureDirectory }${ name }.${ ext }</ref></init_from>`;
+
+				} else {
+
+					// version image node 1.4.1
+					imageNode += `<init_from>${ options.textureDirectory }${ name }.${ ext }</init_from>`;
+
+				}
+
+				imageNode += '</image>';
+
+				libraryImages.push( imageNode );
+				imageMap.set( tex, texid );
+				textures.push( {
+					directory: options.textureDirectory,
+					name,
+					ext,
+					data: imageToData( tex.image, ext ),
+					original: tex
+				} );
+
+			}
+
+			return texid;
+
+		}
+
+		// Process the given material into the material and effect libraries
+		// Returns the material id
+		function processMaterial( m ) {
+
+			var matid = materialMap.get( m );
+
+			if ( matid == null ) {
+
+				matid = `Mat${ libraryEffects.length + 1 }`;
+
+				var type = 'phong';
+
+				if ( m instanceof MeshLambertMaterial ) {
+
+					type = 'lambert';
+
+				} else if ( m instanceof MeshBasicMaterial ) {
+
+					type = 'constant';
+
+					if ( m.map !== null ) {
+
+						// The Collada spec does not support diffuse texture maps with the
+						// constant shader type.
+						// mrdoob/three.js#15469
+						console.warn( 'ColladaExporter: Texture maps not supported with MeshBasicMaterial.' );
+
+					}
+
+				}
+
+				var emissive = m.emissive ? m.emissive : new Color( 0, 0, 0 );
+				var diffuse = m.color ? m.color : new Color( 0, 0, 0 );
+				var specular = m.specular ? m.specular : new Color( 1, 1, 1 );
+				var shininess = m.shininess || 0;
+				var reflectivity = m.reflectivity || 0;
+
+				// Do not export and alpha map for the reasons mentioned in issue (#13792)
+				// in js alpha maps are black and white, but collada expects the alpha
+				// channel to specify the transparency
+				var transparencyNode = '';
+				if ( m.transparent === true ) {
+
+					transparencyNode +=
+						`<transparent>` +
+						(
+							m.map ?
+								`<texture texture="diffuse-sampler"></texture>` :
+								'<float>1</float>'
+						) +
+						'</transparent>';
+
+					if ( m.opacity < 1 ) {
+
+						transparencyNode += `<transparency><float>${ m.opacity }</float></transparency>`;
+
+					}
+
+				}
+
+				var techniqueNode = `<technique sid="common"><${ type }>` +
+
+					'<emission>' +
+
+					(
+						m.emissiveMap ?
+							'<texture texture="emissive-sampler" texcoord="TEXCOORD" />' :
+							`<color sid="emission">${ emissive.r } ${ emissive.g } ${ emissive.b } 1</color>`
+					) +
+
+					'</emission>' +
+
+					(
+						type !== 'constant' ?
+						'<diffuse>' +
+
+						(
+							m.map ?
+								'<texture texture="diffuse-sampler" texcoord="TEXCOORD" />' :
+								`<color sid="diffuse">${ diffuse.r } ${ diffuse.g } ${ diffuse.b } 1</color>`
+						) +
+						'</diffuse>'
+						: ''
+					) +
+
+					(
+						type === 'phong' ?
+						`<specular><color sid="specular">${ specular.r } ${ specular.g } ${ specular.b } 1</color></specular>` +
+
+						'<shininess>' +
+
+						(
+							m.specularMap ?
+								'<texture texture="specular-sampler" texcoord="TEXCOORD" />' :
+								`<float sid="shininess">${ shininess }</float>`
+						) +
+
+						'</shininess>'
+						: ''
+					) +
+
+					`<reflective><color>${ diffuse.r } ${ diffuse.g } ${ diffuse.b } 1</color></reflective>` +
+
+					`<reflectivity><float>${ reflectivity }</float></reflectivity>` +
+
+					transparencyNode +
+
+					`</${ type }></technique>`;
+
+				var effectnode =
+					`<effect id="${ matid }-effect">` +
+					'<profile_COMMON>' +
+
+					(
+						m.map ?
+							'<newparam sid="diffuse-surface"><surface type="2D">' +
+							`<init_from>${ processTexture( m.map ) }</init_from>` +
+							'</surface></newparam>' +
+							'<newparam sid="diffuse-sampler"><sampler2D><source>diffuse-surface</source></sampler2D></newparam>' :
+							''
+					) +
+
+					(
+						m.specularMap ?
+							'<newparam sid="specular-surface"><surface type="2D">' +
+							`<init_from>${ processTexture( m.specularMap ) }</init_from>` +
+							'</surface></newparam>' +
+							'<newparam sid="specular-sampler"><sampler2D><source>specular-surface</source></sampler2D></newparam>' :
+							''
+					) +
+
+					(
+						m.emissiveMap ?
+							'<newparam sid="emissive-surface"><surface type="2D">' +
+							`<init_from>${ processTexture( m.emissiveMap ) }</init_from>` +
+							'</surface></newparam>' +
+							'<newparam sid="emissive-sampler"><sampler2D><source>emissive-surface</source></sampler2D></newparam>' :
+							''
+					) +
+
+					techniqueNode +
+
+					(
+						m.side === DoubleSide ?
+							`<extra><technique><double_sided sid="double_sided" type="int">1</double_sided></technique></extra>` :
+							''
+					) +
+
+					'</profile_COMMON>' +
+
+					'</effect>';
+
+				libraryMaterials.push( `<material id="${ matid }" name="${ m.name }"><instance_effect url="#${ matid }-effect" /></material>` );
+				libraryEffects.push( effectnode );
+				materialMap.set( m, matid );
+
+			}
+
+			return matid;
+
+		}
+
+		// Recursively process the object into a scene
+		function processObject( o ) {
+
+			var node = `<node name="${ o.name }">`;
+
+			node += getTransform( o );
+
+			if ( o instanceof Mesh && o.geometry != null ) {
+
+				// function returns the id associated with the mesh and a "BufferGeometry" version
+				// of the geometry in case it's not a geometry.
+				var geomInfo = processGeometry( o.geometry );
+				var meshid = geomInfo.meshid;
+				var geometry = geomInfo.bufferGeometry;
+
+				// ids of the materials to bind to the geometry
+				var matids = null;
+				var matidsArray = [];
+
+				// get a list of materials to bind to the sub groups of the geometry.
+				// If the amount of subgroups is greater than the materials, than reuse
+				// the materials.
+				var mat = o.material || new MeshBasicMaterial();
+				var materials = Array.isArray( mat ) ? mat : [ mat ];
+				if ( geometry.groups.length > materials.length ) {
+					matidsArray = new Array( geometry.groups.length );
+				} else {
+					matidsArray = new Array( materials.length )
+				}
+				matids = matidsArray.fill()
+					.map( ( v, i ) => processMaterial( materials[ i % materials.length ] ) );
+
+				node +=
+					`<instance_geometry url="#${ meshid }">` +
+
+					(
+						matids != null ?
+							'<bind_material><technique_common>' +
+							matids.map( ( id, i ) =>
+
+								`<instance_material symbol="MESH_MATERIAL_${ i }" target="#${ id }" >` +
+
+								'<bind_vertex_input semantic="TEXCOORD" input_semantic="TEXCOORD" input_set="0" />' +
+
+								'</instance_material>'
+							).join( '' ) +
+							'</technique_common></bind_material>' :
+							''
+					) +
+
+					'</instance_geometry>';
+
+			}
+
+			o.children.forEach( c => node += processObject( c ) );
+
+			node += '</node>';
+
+			return node;
+
+		}
+
+		var geometryInfo = new WeakMap();
+		var materialMap = new WeakMap();
+		var imageMap = new WeakMap();
+		var textures = [];
+
+		var libraryImages = [];
+		var libraryGeometries = [];
+		var libraryEffects = [];
+		var libraryMaterials = [];
+		var libraryVisualScenes = processObject( object );
+
+		var specLink = version === '1.4.1' ? 'http://www.collada.org/2005/11/COLLADASchema' : 'https://www.khronos.org/collada/';
+		var dae =
+			'<?xml version="1.0" encoding="UTF-8" standalone="no" ?>' +
+			`<COLLADA xmlns="${ specLink }" version="${ version }">` +
+			'<asset>' +
+			(
+				'<contributor>' +
+				'<authoring_tool>js Collada Exporter</authoring_tool>' +
+				( options.author !== null ? `<author>${ options.author }</author>` : '' ) +
+				'</contributor>' +
+				`<created>${ ( new Date() ).toISOString() }</created>` +
+				`<modified>${ ( new Date() ).toISOString() }</modified>` +
+				'<up_axis>Y_UP</up_axis>'
+			) +
+			'</asset>';
+
+		dae += `<library_images>${ libraryImages.join( '' ) }</library_images>`;
+
+		dae += `<library_effects>${ libraryEffects.join( '' ) }</library_effects>`;
+
+		dae += `<library_materials>${ libraryMaterials.join( '' ) }</library_materials>`;
+
+		dae += `<library_geometries>${ libraryGeometries.join( '' ) }</library_geometries>`;
+
+		dae += `<library_visual_scenes><visual_scene id="Scene" name="scene">${ libraryVisualScenes }</visual_scene></library_visual_scenes>`;
+
+		dae += '<scene><instance_visual_scene url="#Scene"/></scene>';
+
+		dae += '</COLLADA>';
+
+		var res = {
+			data: format( dae ),
+			textures
+		};
+
+		if ( typeof onDone === 'function' ) {
+
+			requestAnimationFrame( () => onDone( res ) );
+
+		}
+
+		return res;
+
+	}
+
+};
+
+export { ColladaExporter };

+ 218 - 0
examples/jsm/exporters/MMDExporter.js

@@ -0,0 +1,218 @@
+/**
+ * @author takahiro / http://github.com/takahirox
+ *
+ * Dependencies
+ *  - mmd-parser https://github.com/takahirox/mmd-parser
+ */
+
+import {
+	Matrix4,
+	Quaternion,
+	Vector3
+} from "../../../build/three.module.js";
+
+var MMDExporter = function () {
+
+	// Unicode to Shift_JIS table
+	var u2sTable;
+
+	function unicodeToShiftjis( str ) {
+
+		if ( u2sTable === undefined ) {
+
+			var encoder = new MMDParser.CharsetEncoder();
+			var table = encoder.s2uTable;
+			u2sTable = {};
+
+			var keys = Object.keys( table );
+
+			for ( var i = 0, il = keys.length; i < il; i ++ ) {
+
+				var key = keys[ i ];
+
+				var value = table[ key ];
+				key = parseInt( key );
+
+				u2sTable[ value ] = key;
+
+			}
+
+		}
+
+		var array = [];
+
+		for ( var i = 0, il = str.length; i < il; i ++ ) {
+
+			var code = str.charCodeAt( i );
+
+			var value = u2sTable[ code ];
+
+			if ( value === undefined ) {
+
+				throw 'cannot convert charcode 0x' + code.toString( 16 );
+
+			} else if ( value > 0xff ) {
+
+				array.push( ( value >> 8 ) & 0xff );
+				array.push( value & 0xff );
+
+			} else {
+
+				array.push( value & 0xff );
+
+			}
+
+		}
+
+		return new Uint8Array( array );
+
+	}
+
+	function getBindBones( skin ) {
+
+		// any more efficient ways?
+		var poseSkin = skin.clone();
+		poseSkin.pose();
+		return poseSkin.skeleton.bones;
+
+	}
+
+	/* TODO: implement
+	// mesh -> pmd
+	this.parsePmd = function ( object ) {
+
+	};
+	*/
+
+	/* TODO: implement
+	// mesh -> pmx
+	this.parsePmx = function ( object ) {
+
+	};
+	*/
+
+	/*
+	 * skeleton -> vpd
+	 * Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
+	 */
+	this.parseVpd = function ( skin, outputShiftJis, useOriginalBones ) {
+
+		if ( skin.isSkinnedMesh !== true ) {
+
+			console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
+			return null;
+
+		}
+
+		function toStringsFromNumber( num ) {
+
+			if ( Math.abs( num ) < 1e-6 ) num = 0;
+
+			var a = num.toString();
+
+			if ( a.indexOf( '.' ) === - 1 ) {
+
+				a += '.';
+
+			}
+
+			a += '000000';
+
+			var index = a.indexOf( '.' );
+
+			var d = a.slice( 0, index );
+			var p = a.slice( index + 1, index + 7 );
+
+			return d + '.' + p;
+
+		}
+
+		function toStringsFromArray( array ) {
+
+			var a = [];
+
+			for ( var i = 0, il = array.length; i < il; i ++ ) {
+
+				a.push( toStringsFromNumber( array[ i ] ) );
+
+			}
+
+			return a.join( ',' );
+
+		}
+
+		skin.updateMatrixWorld( true );
+
+		var bones = skin.skeleton.bones;
+		var bones2 = getBindBones( skin );
+
+		var position = new Vector3();
+		var quaternion = new Quaternion();
+		var quaternion2 = new Quaternion();
+		var matrix = new Matrix4();
+
+		var array = [];
+		array.push( 'Vocaloid Pose Data file' );
+		array.push( '' );
+		array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
+		array.push( bones.length + ';' );
+		array.push( '' );
+
+		for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+			var bone = bones[ i ];
+			var bone2 = bones2[ i ];
+
+			/*
+			 * use the bone matrix saved before solving IK.
+			 * see CCDIKSolver for the detail.
+			 */
+			if ( useOriginalBones === true &&
+				bone.userData.ik !== undefined &&
+				bone.userData.ik.originalMatrix !== undefined ) {
+
+				matrix.fromArray( bone.userData.ik.originalMatrix );
+
+			} else {
+
+				matrix.copy( bone.matrix );
+
+			}
+
+			position.setFromMatrixPosition( matrix );
+			quaternion.setFromRotationMatrix( matrix );
+
+			var pArray = position.sub( bone2.position ).toArray();
+			var qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
+
+			// right to left
+			pArray[ 2 ] = - pArray[ 2 ];
+			qArray[ 0 ] = - qArray[ 0 ];
+			qArray[ 1 ] = - qArray[ 1 ];
+
+			array.push( 'Bone' + i + '{' + bone.name );
+			array.push( '  ' + toStringsFromArray( pArray ) + ';' );
+			array.push( '  ' + toStringsFromArray( qArray ) + ';' );
+			array.push( '}' );
+			array.push( '' );
+
+		}
+
+		array.push( '' );
+
+		var lines = array.join( '\n' );
+
+		return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
+
+	};
+
+	/* TODO: implement
+	// animation + skeleton -> vmd
+	this.parseVmd = function ( object ) {
+
+	};
+	*/
+
+};
+
+export { MMDExporter };

+ 274 - 0
examples/jsm/exporters/OBJExporter.js

@@ -0,0 +1,274 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+import {
+	BufferGeometry,
+	Geometry,
+	Line,
+	Matrix3,
+	Mesh,
+	Vector2,
+	Vector3
+} from "../../../build/three.module.js";
+
+var OBJExporter = function () {};
+
+OBJExporter.prototype = {
+
+	constructor: OBJExporter,
+
+	parse: function ( object ) {
+
+		var output = '';
+
+		var indexVertex = 0;
+		var indexVertexUvs = 0;
+		var indexNormals = 0;
+
+		var vertex = new Vector3();
+		var normal = new Vector3();
+		var uv = new Vector2();
+
+		var i, j, k, l, m, face = [];
+
+		var parseMesh = function ( mesh ) {
+
+			var nbVertex = 0;
+			var nbNormals = 0;
+			var nbVertexUvs = 0;
+
+			var geometry = mesh.geometry;
+
+			var normalMatrixWorld = new Matrix3();
+
+			if ( geometry instanceof Geometry ) {
+
+				geometry = new BufferGeometry().setFromObject( mesh );
+
+			}
+
+			if ( geometry instanceof BufferGeometry ) {
+
+				// shortcuts
+				var vertices = geometry.getAttribute( 'position' );
+				var normals = geometry.getAttribute( 'normal' );
+				var uvs = geometry.getAttribute( 'uv' );
+				var indices = geometry.getIndex();
+
+				// name of the mesh object
+				output += 'o ' + mesh.name + '\n';
+
+				// name of the mesh material
+				if ( mesh.material && mesh.material.name ) {
+
+					output += 'usemtl ' + mesh.material.name + '\n';
+
+				}
+
+				// vertices
+
+				if ( vertices !== undefined ) {
+
+					for ( i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
+
+						vertex.x = vertices.getX( i );
+						vertex.y = vertices.getY( i );
+						vertex.z = vertices.getZ( i );
+
+						// transfrom the vertex to world space
+						vertex.applyMatrix4( mesh.matrixWorld );
+
+						// transform the vertex to export format
+						output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
+
+					}
+
+				}
+
+				// uvs
+
+				if ( uvs !== undefined ) {
+
+					for ( i = 0, l = uvs.count; i < l; i ++, nbVertexUvs ++ ) {
+
+						uv.x = uvs.getX( i );
+						uv.y = uvs.getY( i );
+
+						// transform the uv to export format
+						output += 'vt ' + uv.x + ' ' + uv.y + '\n';
+
+					}
+
+				}
+
+				// normals
+
+				if ( normals !== undefined ) {
+
+					normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
+
+					for ( i = 0, l = normals.count; i < l; i ++, nbNormals ++ ) {
+
+						normal.x = normals.getX( i );
+						normal.y = normals.getY( i );
+						normal.z = normals.getZ( i );
+
+						// transfrom the normal to world space
+						normal.applyMatrix3( normalMatrixWorld );
+
+						// transform the normal to export format
+						output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
+
+					}
+
+				}
+
+				// faces
+
+				if ( indices !== null ) {
+
+					for ( i = 0, l = indices.count; i < l; i += 3 ) {
+
+						for ( m = 0; m < 3; m ++ ) {
+
+							j = indices.getX( i + m ) + 1;
+
+							face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' );
+
+						}
+
+						// transform the face to export format
+						output += 'f ' + face.join( ' ' ) + "\n";
+
+					}
+
+				} else {
+
+					for ( i = 0, l = vertices.count; i < l; i += 3 ) {
+
+						for ( m = 0; m < 3; m ++ ) {
+
+							j = i + m + 1;
+
+							face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' );
+
+						}
+
+						// transform the face to export format
+						output += 'f ' + face.join( ' ' ) + "\n";
+
+					}
+
+				}
+
+			} else {
+
+				console.warn( 'OBJExporter.parseMesh(): geometry type unsupported', geometry );
+
+			}
+
+			// update index
+			indexVertex += nbVertex;
+			indexVertexUvs += nbVertexUvs;
+			indexNormals += nbNormals;
+
+		};
+
+		var parseLine = function ( line ) {
+
+			var nbVertex = 0;
+
+			var geometry = line.geometry;
+			var type = line.type;
+
+			if ( geometry instanceof Geometry ) {
+
+				geometry = new BufferGeometry().setFromObject( line );
+
+			}
+
+			if ( geometry instanceof BufferGeometry ) {
+
+				// shortcuts
+				var vertices = geometry.getAttribute( 'position' );
+
+				// name of the line object
+				output += 'o ' + line.name + '\n';
+
+				if ( vertices !== undefined ) {
+
+					for ( i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
+
+						vertex.x = vertices.getX( i );
+						vertex.y = vertices.getY( i );
+						vertex.z = vertices.getZ( i );
+
+						// transfrom the vertex to world space
+						vertex.applyMatrix4( line.matrixWorld );
+
+						// transform the vertex to export format
+						output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
+
+					}
+
+				}
+
+				if ( type === 'Line' ) {
+
+					output += 'l ';
+
+					for ( j = 1, l = vertices.count; j <= l; j ++ ) {
+
+						output += ( indexVertex + j ) + ' ';
+
+					}
+
+					output += '\n';
+
+				}
+
+				if ( type === 'LineSegments' ) {
+
+					for ( j = 1, k = j + 1, l = vertices.count; j < l; j += 2, k = j + 1 ) {
+
+						output += 'l ' + ( indexVertex + j ) + ' ' + ( indexVertex + k ) + '\n';
+
+					}
+
+				}
+
+			} else {
+
+				console.warn( 'OBJExporter.parseLine(): geometry type unsupported', geometry );
+
+			}
+
+			// update index
+			indexVertex += nbVertex;
+
+		};
+
+		object.traverse( function ( child ) {
+
+			if ( child instanceof Mesh ) {
+
+				parseMesh( child );
+
+			}
+
+			if ( child instanceof Line ) {
+
+				parseLine( child );
+
+			}
+
+		} );
+
+		return output;
+
+	}
+
+};
+
+export { OBJExporter };

+ 557 - 0
examples/jsm/exporters/PLYExporter.js

@@ -0,0 +1,557 @@
+/**
+ * @author Garrett Johnson / http://gkjohnson.github.io/
+ * https://github.com/gkjohnson/ply-exporter-js
+ *
+ * Usage:
+ *  var exporter = new PLYExporter();
+ *
+ *  // second argument is a list of options
+ *  exporter.parse(mesh, data => console.log(data), { binary: true, excludeAttributes: [ 'color' ] });
+ *
+ * Format Definition:
+ * http://paulbourke.net/dataformats/ply/
+ */
+
+import {
+	BufferGeometry,
+	Matrix3,
+	Vector3
+} from "../../../build/three.module.js";
+
+var PLYExporter = function () {};
+
+PLYExporter.prototype = {
+
+	constructor: PLYExporter,
+
+	parse: function ( object, onDone, options ) {
+
+		if ( onDone && typeof onDone === 'object' ) {
+
+			console.warn( 'THREE.PLYExporter: The options parameter is now the third argument to the "parse" function. See the documentation for the new API.' );
+			options = onDone;
+			onDone = undefined;
+
+		}
+
+		// Iterate over the valid meshes in the object
+		function traverseMeshes( cb ) {
+
+			object.traverse( function ( child ) {
+
+				if ( child.isMesh === true ) {
+
+					var mesh = child;
+					var geometry = mesh.geometry;
+
+					if ( geometry.isGeometry === true ) {
+
+						geometry = geomToBufferGeom.get( geometry );
+
+					}
+
+					if ( geometry.isBufferGeometry === true ) {
+
+						if ( geometry.getAttribute( 'position' ) !== undefined ) {
+
+							cb( mesh, geometry );
+
+						}
+
+					}
+
+				}
+
+			} );
+
+		}
+
+		// Default options
+		var defaultOptions = {
+			binary: false,
+			excludeAttributes: [] // normal, uv, color, index
+		};
+
+		options = Object.assign( defaultOptions, options );
+
+		var excludeAttributes = options.excludeAttributes;
+		var geomToBufferGeom = new WeakMap();
+		var includeNormals = false;
+		var includeColors = false;
+		var includeUVs = false;
+
+		// count the vertices, check which properties are used,
+		// and cache the BufferGeometry
+		var vertexCount = 0;
+		var faceCount = 0;
+		object.traverse( function ( child ) {
+
+			if ( child.isMesh === true ) {
+
+				var mesh = child;
+				var geometry = mesh.geometry;
+
+				if ( geometry.isGeometry === true ) {
+
+					var bufferGeometry = geomToBufferGeom.get( geometry ) || new BufferGeometry().setFromObject( mesh );
+					geomToBufferGeom.set( geometry, bufferGeometry );
+					geometry = bufferGeometry;
+
+				}
+
+				if ( geometry.isBufferGeometry === true ) {
+
+					var vertices = geometry.getAttribute( 'position' );
+					var normals = geometry.getAttribute( 'normal' );
+					var uvs = geometry.getAttribute( 'uv' );
+					var colors = geometry.getAttribute( 'color' );
+					var indices = geometry.getIndex();
+
+					if ( vertices === undefined ) {
+
+						return;
+
+					}
+
+					vertexCount += vertices.count;
+					faceCount += indices ? indices.count / 3 : vertices.count / 3;
+
+					if ( normals !== undefined ) includeNormals = true;
+
+					if ( uvs !== undefined ) includeUVs = true;
+
+					if ( colors !== undefined ) includeColors = true;
+
+				}
+
+			}
+
+		} );
+
+		var includeIndices = excludeAttributes.indexOf( 'index' ) === - 1;
+		includeNormals = includeNormals && excludeAttributes.indexOf( 'normal' ) === - 1;
+		includeColors = includeColors && excludeAttributes.indexOf( 'color' ) === - 1;
+		includeUVs = includeUVs && excludeAttributes.indexOf( 'uv' ) === - 1;
+
+
+		if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
+
+			// point cloud meshes will not have an index array and may not have a
+			// number of vertices that is divisble by 3 (and therefore representable
+			// as triangles)
+			console.error(
+
+				'PLYExporter: Failed to generate a valid PLY file with triangle indices because the ' +
+				'number of indices is not divisible by 3.'
+
+			);
+
+			return null;
+
+		}
+
+		// get how many bytes will be needed to save out the faces
+		// so we can use a minimal amount of memory / data
+		var indexByteCount = 1;
+
+		if ( vertexCount > 256 ) { // 2^8 bits
+
+			indexByteCount = 2;
+
+		}
+
+		if ( vertexCount > 65536 ) { // 2^16 bits
+
+			indexByteCount = 4;
+
+		}
+
+
+		var header =
+			'ply\n' +
+			`format ${ options.binary ? 'binary_big_endian' : 'ascii' } 1.0\n` +
+			`element vertex ${vertexCount}\n` +
+
+			// position
+			'property float x\n' +
+			'property float y\n' +
+			'property float z\n';
+
+		if ( includeNormals === true ) {
+
+			// normal
+			header +=
+				'property float nx\n' +
+				'property float ny\n' +
+				'property float nz\n';
+
+		}
+
+		if ( includeUVs === true ) {
+
+			// uvs
+			header +=
+				'property float s\n' +
+				'property float t\n';
+
+		}
+
+		if ( includeColors === true ) {
+
+			// colors
+			header +=
+				'property uchar red\n' +
+				'property uchar green\n' +
+				'property uchar blue\n';
+
+		}
+
+		if ( includeIndices === true ) {
+
+			// faces
+			header +=
+				`element face ${faceCount}\n` +
+				`property list uchar uint${ indexByteCount * 8 } vertex_index\n`;
+
+		}
+
+		header += 'end_header\n';
+
+
+		// Generate attribute data
+		var vertex = new Vector3();
+		var normalMatrixWorld = new Matrix3();
+		var result = null;
+
+		if ( options.binary === true ) {
+
+			// Binary File Generation
+			var headerBin = new TextEncoder().encode( header );
+
+			// 3 position values at 4 bytes
+			// 3 normal values at 4 bytes
+			// 3 color channels with 1 byte
+			// 2 uv values at 4 bytes
+			var vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
+
+			// 1 byte shape desciptor
+			// 3 vertex indices at ${indexByteCount} bytes
+			var faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0;
+			var output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) );
+			new Uint8Array( output.buffer ).set( headerBin, 0 );
+
+
+			var vOffset = headerBin.length;
+			var fOffset = headerBin.length + vertexListLength;
+			var writtenVertices = 0;
+			traverseMeshes( function ( mesh, geometry ) {
+
+				var vertices = geometry.getAttribute( 'position' );
+				var normals = geometry.getAttribute( 'normal' );
+				var uvs = geometry.getAttribute( 'uv' );
+				var colors = geometry.getAttribute( 'color' );
+				var indices = geometry.getIndex();
+
+				normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
+
+				for ( var i = 0, l = vertices.count; i < l; i ++ ) {
+
+					vertex.x = vertices.getX( i );
+					vertex.y = vertices.getY( i );
+					vertex.z = vertices.getZ( i );
+
+					vertex.applyMatrix4( mesh.matrixWorld );
+
+
+					// Position information
+					output.setFloat32( vOffset, vertex.x );
+					vOffset += 4;
+
+					output.setFloat32( vOffset, vertex.y );
+					vOffset += 4;
+
+					output.setFloat32( vOffset, vertex.z );
+					vOffset += 4;
+
+					// Normal information
+					if ( includeNormals === true ) {
+
+						if ( normals != null ) {
+
+							vertex.x = normals.getX( i );
+							vertex.y = normals.getY( i );
+							vertex.z = normals.getZ( i );
+
+							vertex.applyMatrix3( normalMatrixWorld );
+
+							output.setFloat32( vOffset, vertex.x );
+							vOffset += 4;
+
+							output.setFloat32( vOffset, vertex.y );
+							vOffset += 4;
+
+							output.setFloat32( vOffset, vertex.z );
+							vOffset += 4;
+
+						} else {
+
+							output.setFloat32( vOffset, 0 );
+							vOffset += 4;
+
+							output.setFloat32( vOffset, 0 );
+							vOffset += 4;
+
+							output.setFloat32( vOffset, 0 );
+							vOffset += 4;
+
+						}
+
+					}
+
+					// UV information
+					if ( includeUVs === true ) {
+
+						if ( uvs != null ) {
+
+							output.setFloat32( vOffset, uvs.getX( i ) );
+							vOffset += 4;
+
+							output.setFloat32( vOffset, uvs.getY( i ) );
+							vOffset += 4;
+
+						} else if ( includeUVs !== false ) {
+
+							output.setFloat32( vOffset, 0 );
+							vOffset += 4;
+
+							output.setFloat32( vOffset, 0 );
+							vOffset += 4;
+
+						}
+
+					}
+
+					// Color information
+					if ( includeColors === true ) {
+
+						if ( colors != null ) {
+
+							output.setUint8( vOffset, Math.floor( colors.getX( i ) * 255 ) );
+							vOffset += 1;
+
+							output.setUint8( vOffset, Math.floor( colors.getY( i ) * 255 ) );
+							vOffset += 1;
+
+							output.setUint8( vOffset, Math.floor( colors.getZ( i ) * 255 ) );
+							vOffset += 1;
+
+						} else {
+
+							output.setUint8( vOffset, 255 );
+							vOffset += 1;
+
+							output.setUint8( vOffset, 255 );
+							vOffset += 1;
+
+							output.setUint8( vOffset, 255 );
+							vOffset += 1;
+
+						}
+
+					}
+
+				}
+
+				if ( includeIndices === true ) {
+
+					// Create the face list
+					var faceIndexFunc = `setUint${indexByteCount * 8}`;
+					if ( indices !== null ) {
+
+						for ( var i = 0, l = indices.count; i < l; i += 3 ) {
+
+							output.setUint8( fOffset, 3 );
+							fOffset += 1;
+
+							output[ faceIndexFunc ]( fOffset, indices.getX( i + 0 ) + writtenVertices );
+							fOffset += indexByteCount;
+
+							output[ faceIndexFunc ]( fOffset, indices.getX( i + 1 ) + writtenVertices );
+							fOffset += indexByteCount;
+
+							output[ faceIndexFunc ]( fOffset, indices.getX( i + 2 ) + writtenVertices );
+							fOffset += indexByteCount;
+
+						}
+
+					} else {
+
+						for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
+
+							output.setUint8( fOffset, 3 );
+							fOffset += 1;
+
+							output[ faceIndexFunc ]( fOffset, writtenVertices + i );
+							fOffset += indexByteCount;
+
+							output[ faceIndexFunc ]( fOffset, writtenVertices + i + 1 );
+							fOffset += indexByteCount;
+
+							output[ faceIndexFunc ]( fOffset, writtenVertices + i + 2 );
+							fOffset += indexByteCount;
+
+						}
+
+					}
+
+				}
+
+
+				// Save the amount of verts we've already written so we can offset
+				// the face index on the next mesh
+				writtenVertices += vertices.count;
+
+			} );
+
+			result = output.buffer;
+
+		} else {
+
+			// Ascii File Generation
+			// count the number of vertices
+			var writtenVertices = 0;
+			var vertexList = '';
+			var faceList = '';
+
+			traverseMeshes( function ( mesh, geometry ) {
+
+				var vertices = geometry.getAttribute( 'position' );
+				var normals = geometry.getAttribute( 'normal' );
+				var uvs = geometry.getAttribute( 'uv' );
+				var colors = geometry.getAttribute( 'color' );
+				var indices = geometry.getIndex();
+
+				normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
+
+				// form each line
+				for ( var i = 0, l = vertices.count; i < l; i ++ ) {
+
+					vertex.x = vertices.getX( i );
+					vertex.y = vertices.getY( i );
+					vertex.z = vertices.getZ( i );
+
+					vertex.applyMatrix4( mesh.matrixWorld );
+
+
+					// Position information
+					var line =
+						vertex.x + ' ' +
+						vertex.y + ' ' +
+						vertex.z;
+
+					// Normal information
+					if ( includeNormals === true ) {
+
+						if ( normals != null ) {
+
+							vertex.x = normals.getX( i );
+							vertex.y = normals.getY( i );
+							vertex.z = normals.getZ( i );
+
+							vertex.applyMatrix3( normalMatrixWorld );
+
+							line += ' ' +
+								vertex.x + ' ' +
+								vertex.y + ' ' +
+								vertex.z;
+
+						} else {
+
+							line += ' 0 0 0';
+
+						}
+
+					}
+
+					// UV information
+					if ( includeUVs === true ) {
+
+						if ( uvs != null ) {
+
+							line += ' ' +
+								uvs.getX( i ) + ' ' +
+								uvs.getY( i );
+
+						} else if ( includeUVs !== false ) {
+
+							line += ' 0 0';
+
+						}
+
+					}
+
+					// Color information
+					if ( includeColors === true ) {
+
+						if ( colors != null ) {
+
+							line += ' ' +
+								Math.floor( colors.getX( i ) * 255 ) + ' ' +
+								Math.floor( colors.getY( i ) * 255 ) + ' ' +
+								Math.floor( colors.getZ( i ) * 255 );
+
+						} else {
+
+							line += ' 255 255 255';
+
+						}
+
+					}
+
+					vertexList += line + '\n';
+
+				}
+
+				// Create the face list
+				if ( includeIndices === true ) {
+
+					if ( indices !== null ) {
+
+						for ( var i = 0, l = indices.count; i < l; i += 3 ) {
+
+							faceList += `3 ${ indices.getX( i + 0 ) + writtenVertices }`;
+							faceList += ` ${ indices.getX( i + 1 ) + writtenVertices }`;
+							faceList += ` ${ indices.getX( i + 2 ) + writtenVertices }\n`;
+
+						}
+
+					} else {
+
+						for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
+
+							faceList += `3 ${ writtenVertices + i } ${ writtenVertices + i + 1 } ${ writtenVertices + i + 2 }\n`;
+
+						}
+
+					}
+
+					faceCount += indices ? indices.count / 3 : vertices.count / 3;
+
+				}
+
+				writtenVertices += vertices.count;
+
+			} );
+
+			result = `${ header }${vertexList}\n${ includeIndices ? `${faceList}\n` : '' }`;
+
+		}
+
+		if ( typeof onDone === 'function' ) requestAnimationFrame( () => onDone( result ) );
+		return result;
+
+	}
+
+};
+
+export { PLYExporter };

+ 174 - 0
examples/jsm/exporters/STLExporter.js

@@ -0,0 +1,174 @@
+/**
+ * @author kovacsv / http://kovacsv.hu/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mudcube / http://mudcu.be/
+ * @author Mugen87 / https://github.com/Mugen87
+ *
+ * Usage:
+ *  var exporter = new STLExporter();
+ *
+ *  // second argument is a list of options
+ *  var data = exporter.parse( mesh, { binary: true } );
+ *
+ */
+
+import {
+	Geometry,
+	Matrix3,
+	Vector3
+} from "../../../build/three.module.js";
+
+var STLExporter = function () {};
+
+STLExporter.prototype = {
+
+	constructor: STLExporter,
+
+	parse: ( function () {
+
+		var vector = new Vector3();
+		var normalMatrixWorld = new Matrix3();
+
+		return function parse( scene, options ) {
+
+			if ( options === undefined ) options = {};
+
+			var binary = options.binary !== undefined ? options.binary : false;
+
+			//
+
+			var objects = [];
+			var triangles = 0;
+
+			scene.traverse( function ( object ) {
+
+				if ( object.isMesh ) {
+
+					var geometry = object.geometry;
+
+					if ( geometry.isBufferGeometry ) {
+
+						geometry = new Geometry().fromBufferGeometry( geometry );
+
+					}
+
+					if ( geometry.isGeometry ) {
+
+						triangles += geometry.faces.length;
+
+						objects.push( {
+
+							geometry: geometry,
+							matrixWorld: object.matrixWorld
+
+						} );
+
+					}
+
+				}
+
+			} );
+
+			if ( binary ) {
+
+				var offset = 80; // skip header
+				var bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
+				var arrayBuffer = new ArrayBuffer( bufferLength );
+				var output = new DataView( arrayBuffer );
+				output.setUint32( offset, triangles, true ); offset += 4;
+
+				for ( var i = 0, il = objects.length; i < il; i ++ ) {
+
+					var object = objects[ i ];
+
+					var vertices = object.geometry.vertices;
+					var faces = object.geometry.faces;
+					var matrixWorld = object.matrixWorld;
+
+					normalMatrixWorld.getNormalMatrix( matrixWorld );
+
+					for ( var j = 0, jl = faces.length; j < jl; j ++ ) {
+
+						var face = faces[ j ];
+
+						vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize();
+
+						output.setFloat32( offset, vector.x, true ); offset += 4; // normal
+						output.setFloat32( offset, vector.y, true ); offset += 4;
+						output.setFloat32( offset, vector.z, true ); offset += 4;
+
+						var indices = [ face.a, face.b, face.c ];
+
+						for ( var k = 0; k < 3; k ++ ) {
+
+							vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld );
+
+							output.setFloat32( offset, vector.x, true ); offset += 4; // vertices
+							output.setFloat32( offset, vector.y, true ); offset += 4;
+							output.setFloat32( offset, vector.z, true ); offset += 4;
+
+						}
+
+						output.setUint16( offset, 0, true ); offset += 2; // attribute byte count
+
+					}
+
+				}
+
+				return output;
+
+			} else {
+
+				var output = '';
+
+				output += 'solid exported\n';
+
+				for ( var i = 0, il = objects.length; i < il; i ++ ) {
+
+					var object = objects[ i ];
+
+					var vertices = object.geometry.vertices;
+					var faces = object.geometry.faces;
+					var matrixWorld = object.matrixWorld;
+
+					normalMatrixWorld.getNormalMatrix( matrixWorld );
+
+					for ( var j = 0, jl = faces.length; j < jl; j ++ ) {
+
+						var face = faces[ j ];
+
+						vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize();
+
+						output += '\tfacet normal ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n';
+						output += '\t\touter loop\n';
+
+						var indices = [ face.a, face.b, face.c ];
+
+						for ( var k = 0; k < 3; k ++ ) {
+
+							vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld );
+
+							output += '\t\t\tvertex ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n';
+
+						}
+
+						output += '\t\tendloop\n';
+						output += '\tendfacet\n';
+
+					}
+
+				}
+
+				output += 'endsolid exported\n';
+
+				return output;
+
+			}
+
+		};
+
+	}() )
+
+};
+
+export { STLExporter };

+ 57 - 0
examples/jsm/exporters/TypedGeometryExporter.js

@@ -0,0 +1,57 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var TypedGeometryExporter = function () {};
+
+TypedGeometryExporter.prototype = {
+
+	constructor: TypedGeometryExporter,
+
+	parse: function ( geometry ) {
+
+		var output = {
+			metadata: {
+				version: 4.0,
+				type: 'TypedGeometry',
+				generator: 'TypedGeometryExporter'
+			}
+		};
+
+		var attributes = [ 'vertices', 'normals', 'uvs' ];
+
+		for ( var key in attributes ) {
+
+			var attribute = attributes[ key ];
+
+			var typedArray = geometry[ attribute ];
+			var array = [];
+
+			for ( var i = 0, l = typedArray.length; i < l; i ++ ) {
+
+				array[ i ] = typedArray[ i ];
+
+			}
+
+			output[ attribute ] = array;
+
+		}
+
+		var boundingSphere = geometry.boundingSphere;
+
+		if ( boundingSphere !== null ) {
+
+			output.boundingSphere = {
+				center: boundingSphere.center.toArray(),
+				radius: boundingSphere.radius
+			};
+
+		}
+
+		return output;
+
+	}
+
+};
+
+export { TypedGeometryExporter };