started slow refactor to break things down for easier understanding
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@ -0,0 +1,6 @@
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charset = utf-8
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indent_size = 2
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indent_style = space
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insert_final_newline = true
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tab_width = 2
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trim_trailing_whitespace = true
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File diff suppressed because one or more lines are too long
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@ -1,45 +1,38 @@
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import { Matrix4, Vector3, Vector4 } from "three";
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var finalizeMesh = function() {};
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finalizeMesh.prototype = {
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constructor: finalizeMesh,
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parse: function (mesh) {
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let matrixRotation = new Matrix4().makeRotationX(90 * Math.PI / 180);
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let matrixScale = new Matrix4().makeScale(10, 10, 10);
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let vertex = new Vector3();
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let geometry = mesh.geometry;
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export function parse(mesh) {
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if (!mesh.isMesh) {
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console.warn('Mesh type unsupported', mesh);
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return;
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}
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var vertex = new Vector3();
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var i, l = [];
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var nbVertex = 0;
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var geometry = mesh.geometry;
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var mrot = new Matrix4().makeRotationX(90 * Math.PI / 180);
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var msca = new Matrix4().makeScale(10, 10, 10);
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if (geometry.isBufferGeometry) {
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var newGeometry = geometry.clone(geometry);
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var vertices = geometry.getAttribute('position');
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// vertices
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if (vertices !== undefined) {
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for (i = 0, l = vertices.count; i < l; i++ , nbVertex++) {
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let verticesCount = vertices.count;
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for (let i = 0; i < verticesCount; i++) {
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vertex.x = vertices.getX(i);
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vertex.y = vertices.getY(i);
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vertex.z = vertices.getZ(i);
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if (geometry.skinIndexNames == undefined
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|| geometry.skinIndexNames == 0) {
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vertex.applyMatrix4(mesh.matrixWorld).applyMatrix4(mrot).applyMatrix4(msca);
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if (geometry.skinIndexNames == undefined || geometry.skinIndexNames == 0) {
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vertex
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.applyMatrix4(mesh.matrixWorld)
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.applyMatrix4(matrixRotation)
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.applyMatrix4(matrixScale);
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newGeometry.attributes.position.setXYZ(i, vertex.x, vertex.y, vertex.z);
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} else {
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var finalVector = new Vector4();
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if (geometry.morphTargetInfluences !== undefined) {
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var morphVector = new Vector4(vertex.x, vertex.y, vertex.z);
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var tempMorph = new Vector4();
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@ -57,50 +50,8 @@ finalizeMesh.prototype = {
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morphVector.add(tempMorph);
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}
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for (var si = 0; si < geometry.skinIndexNames.length; si++) {
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var skinIndices = geometry.getAttribute([geometry.skinIndexNames[si]])
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var weights = geometry.getAttribute([geometry.skinWeightNames[si]])
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var skinIndex = [];
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skinIndex[0] = skinIndices.getX(i);
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skinIndex[1] = skinIndices.getY(i);
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skinIndex[2] = skinIndices.getZ(i);
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skinIndex[3] = skinIndices.getW(i);
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var skinWeight = [];
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skinWeight[0] = weights.getX(i);
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skinWeight[1] = weights.getY(i);
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skinWeight[2] = weights.getZ(i);
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skinWeight[3] = weights.getW(i);
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var inverses = [];
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inverses[0] = mesh.skeleton.boneInverses[skinIndex[0]];
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inverses[1] = mesh.skeleton.boneInverses[skinIndex[1]];
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inverses[2] = mesh.skeleton.boneInverses[skinIndex[2]];
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inverses[3] = mesh.skeleton.boneInverses[skinIndex[3]];
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var skinMatrices = [];
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skinMatrices[0] = mesh.skeleton.bones[skinIndex[0]].matrixWorld;
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skinMatrices[1] = mesh.skeleton.bones[skinIndex[1]].matrixWorld;
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skinMatrices[2] = mesh.skeleton.bones[skinIndex[2]].matrixWorld;
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skinMatrices[3] = mesh.skeleton.bones[skinIndex[3]].matrixWorld;
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for (var k = 0; k < 4; k++) {
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if (geometry.morphTargetInfluences !== undefined) {
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var tempVector = new Vector4(morphVector.x, morphVector.y, morphVector.z);
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} else {
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var tempVector = new Vector4(vertex.x, vertex.y, vertex.z);
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}
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tempVector.multiplyScalar(skinWeight[k]);
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//the inverse takes the vector into local bone space
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//which is then transformed to the appropriate world space
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tempVector.applyMatrix4(inverses[k])
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.applyMatrix4(skinMatrices[k])
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.applyMatrix4(mrot).applyMatrix4(msca);
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finalVector.add(tempVector);
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}
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for (let j = 0; j < geometry.skinIndexNames.length; j++) {
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newFunction_1(geometry, i, j, mesh, morphVector, finalVector);
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}
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newGeometry.attributes.position.setXYZ(i, finalVector.x, finalVector.y, finalVector.z);
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}
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@ -112,6 +63,48 @@ finalizeMesh.prototype = {
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return newGeometry;
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}
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};
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export { finalizeMesh };
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function newFunction_1(geometry, i, j, mesh, morphVector, finalVector) {
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var skinIndices = geometry.getAttribute([geometry.skinIndexNames[j]]);
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var weights = geometry.getAttribute([geometry.skinWeightNames[j]]);
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var skinIndex = [];
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skinIndex[0] = skinIndices.getX(i);
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skinIndex[1] = skinIndices.getY(i);
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skinIndex[2] = skinIndices.getZ(i);
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skinIndex[3] = skinIndices.getW(i);
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var skinWeight = [];
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skinWeight[0] = weights.getX(i);
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skinWeight[1] = weights.getY(i);
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skinWeight[2] = weights.getZ(i);
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skinWeight[3] = weights.getW(i);
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var inverses = [];
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inverses[0] = mesh.skeleton.boneInverses[skinIndex[0]];
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inverses[1] = mesh.skeleton.boneInverses[skinIndex[1]];
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inverses[2] = mesh.skeleton.boneInverses[skinIndex[2]];
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inverses[3] = mesh.skeleton.boneInverses[skinIndex[3]];
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var skinMatrices = [];
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skinMatrices[0] = mesh.skeleton.bones[skinIndex[0]].matrixWorld;
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skinMatrices[1] = mesh.skeleton.bones[skinIndex[1]].matrixWorld;
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skinMatrices[2] = mesh.skeleton.bones[skinIndex[2]].matrixWorld;
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skinMatrices[3] = mesh.skeleton.bones[skinIndex[3]].matrixWorld;
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for (var k = 0; k < 4; k++) {
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newFunction(geometry, morphVector, skinWeight, k, inverses, skinMatrices, finalVector);
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}
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}
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function newFunction(geometry, morphVector, skinWeight, k, inverses, skinMatrices, finalVector) {
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var vectorToCopy = geometry.morphTargetInfluences !== undefined
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? morphVector
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: vertex;
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var tempVector = new Vector4(vectorToCopy.x, vectorToCopy.y, vectorToCopy.z)
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tempVector.multiplyScalar(skinWeight[k]);
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//the inverse takes the vector into local bone space
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//which is then transformed to the appropriate world space
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tempVector
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.applyMatrix4(inverses[k])
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.applyMatrix4(skinMatrices[k])
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.applyMatrix4(matrixRotation)
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.applyMatrix4(matrixScale);
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finalVector.add(tempVector);
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}
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@ -4,8 +4,7 @@ import { OBJExporter } from 'three/examples/jsm/exporters/OBJExporter.js';
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import { SubdivisionModifier } from 'three/examples/jsm/modifiers/SubdivisionModifier.js';
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import { saveAs } from 'file-saver';
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import jQuery from 'jquery';
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import { arrive } from 'arrive';
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import { finalizeMesh } from './finalizeMesh.js';
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import * as exporter from './finalizeMesh.js';
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function save_stl() {
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var smooth = jQuery('#subdivideSLT').val() > 0 ? jQuery('#subdivideSLT').val() : undefined;
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@ -98,7 +97,6 @@ function process(object3d, smooth, mirroredPose) {
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object3d.traverseVisible(function (object) {
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if (object.isMesh) {
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var exporter = new finalizeMesh();
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var geometry = exporter.parse(object);
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if (mirroredPose == true) {
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