STLLoader does not create valid geometry for STLExporter - three.js

I am using the STLLoader to import models into a scene that also has other objects. After that, I export the entire scene using STLExporter. Any STL models previously imported does not appear to export with the rest of the scene. Why is that and how can I make it work?
In addition to three.min.js, the following libraries were also used:
STLExporter.js
STLLoader.js
fileSaver.js
Import:
var stlLoader = new THREE.STLLoader();
stlLoader.load( 'models/anymodel.stl', function ( geometry ) {
var model = new THREE.Mesh(geometry, material);
model.position.set(0, 0, 0);
model.name="model"
scene.add(model);
})
Export:
var exporter = new THREE.STLExporter();
var txt = exporter.parse(scene);
var blob = new Blob([txt], { type: "text/plain;charset=utf-8" });
saveAs(blob, "export.stl");
In the STLExporter, there is a line that checks if an object is valid geometry. If not, the object is skipped. A model imported with STLLoader does not appear have valid geometry.

Related

OutlinePass is not rendered to scene in THREE.js

I followed these examples to make the outline for objects when they are selected:
https://threejs.org/examples/?q=out#webgl_postprocessing_outline
https://github.com/scqilin/three-OutlinePass
No error is found, yet outline does not appear when the object is selected. The highlightSelectedObject function is correcly triggered when an object is selected. selectedObjects is not null.
In my case, THREE.js is installed in the project file. Scene, camera and renderer are instantiated elsewhere.
import * as THREE from "../../build/three.module.js";
import {OutlinePass} from "../../examples/jsm/postprocessing/OutlinePass.js";
import {RenderPass} from "../../examples/jsm/postprocessing/RenderPass.js";
import {EffectComposer} from "../../examples/jsm/postprocessing/EffectComposer.js";
Function:
function highlightSelectedObject(selectedObjects) {
if (selectedObjects != null) {
const scene = project.currentScene.scene;
const camera = project.currentScene.camera;
const renderer = project.renderer;
var composer = new EffectComposer(renderer);
var renderPass = new RenderPass(scene, camera);
var outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera, selectedObjects);
outlinePass.renderToScreen = true;
outlinePass.selectedObjects = selectedObjects;
composer.addPass(renderPass);
composer.addPass(outlinePass);
const params = {
edgeStrength: 2,
edgeGlow: 1,
edgeThickness: 1.0,
pulsePeriod: 0,
usePatternTexture: false
};
outlinePass.edgeStrength = params.edgeStrength;
outlinePass.edgeGlow = params.edgeGlow;
outlinePass.visibleEdgeColor.set(0xffffff);
outlinePass.hiddenEdgeColor.set(0xffffff);
composer.render(scene, camera);
}
}
The path to THREE.js should be correct. Is it a problem with render?
I had a similar issue. Upon looking at another example, I found that setting outlinePass.renderToScreen = true allowed it to work. It might not be there depending what version of the the outlinePass.js you are using. I looked at the code on the deployed example and it is there.

A-Frame & Three.js: Color map makes object white

I'm trying to assign a new material to an object, but when I assign a new (color) map, the object renders as white, and the AO and shadows no longer show up. It's as if the emissive attribute is 100%. I can change the color attribute (e.g. 'red' or 'blue'), ao, normal, etc. without issues. The glb loaded in already has a working material with a color map and ao, but I want to be able to replace it.
I'm using 8th Wall with A-Frame, but I've registered the following as a custom Three.js component.
const customMat = {
schema: {}, // will pass textures via aframe later
init() {
this.el.addEventListener('model-loaded', (e) => {
const material = new THREE.MeshStandardMaterial()
const texLoader = new THREE.TextureLoader()
texLoader.crossOrigin = ''
const mapColor = texLoader.load('assets/cover_color.jpg')
const mapAO = texLoader.load('assets/cover_ao.jpg')
material.map = mapColor // makes everything 100% white likes it's emissive
// material.color = new THREE.Color('red') // works fine no problem
material.aoMap = mapAO
material.aoMapIntensity = 1
e.detail.model.traverse((mesh) => {
if (mesh.isMesh) {
mesh.material = material
mesh.material.needsUpdate = true // not sure if needed
}
})
})
},
}
export {customMat}
Any suggestions would be much appreciated. I've tried this with primitive geometry too, but the same issue occurs. I don't seem to be able to modify the existing material's attributes either, so maybe my approach is fundamentally wrong.

Applying two different fragment shaders to two different materials (of the same type) using onBeforeCompile?

I've imported a GLTF file with two different meshes. My goal is to give each mesh a material with a unique custom fragment shader using onBeforeCompile. Each mesh has the same type of material (MeshNormalMaterial).
When I try to apply one fragment shader to one material and the other fragment shader to the other material, both materials wind up with the same fragment shader. The fragment shader each material has depends on which material I setup first.
Here's a few pictures showing what I'm talking about:
Below is all the relevant code.
Main code: This is the general structure of my code. I've enclosed the important part between "PRIMARY AREA OF INTEREST" comments. For simplicity, I've replaced my shader code with "..." or a comment describing what it does. They do work as shown in the pictures above.
// Three.JS Canvas
const threeDisplay = document.getElementById("threeDisplay");
// Globals
var displayDimensions = getElemDimensions(threeDisplay); // Uniform
var currentTime = 0; // Uniform
var helix = null; // Mesh
var innerHelix = null; // Mesh
var horseshoe = null; // Mesh
// Set the scene and camera up
const scene = new THREE.Scene();
const camera = initCamera();
// Setup a directional light
const light = new THREE.DirectionalLight( 0xffffff, 1.0 );
light.position.set(-0.2, 1, -0.6);
scene.add(light);
// Setup WebGL renderer
const renderer = initRenderer();
threeDisplay.appendChild( renderer.domElement );
// Load the gltf model
new GLTFLoader().load( "./spiral_pillar_hq_horseshoe.glb", function (object) {
const helixFragmentShaderReplacements = [
{
from: ' ... ',
to: ' // rainbow '
}
];
const horseshoeFragmentShaderReplacements = [
{
from: ' ... ',
to: ' // white '
}
];
//////////////////////////////////////
// PRIMARY AREA OF INTEREST - START //
//////////////////////////////////////
// Turn the horseshoe into a shader.
horseshoe = object.scene.children[1];
var horseshoeGeometry = horseshoe.geometry;
var horseshoeMaterial = shaderMeshMaterial(new THREE.MeshNormalMaterial(), horseshoeGeometry, horseshoeFragmentShaderReplacements);
var horseshoeMesh = new THREE.Mesh(horseshoeGeometry, horseshoeMaterial);
horseshoe = horseshoeMesh;
horseshoe.rotation.z = deg2rad(180); // Re-orient the horseshoe to the correct position and rotation.
horseshoe.position.y = 13;
scene.add(horseshoe);
// Turn the inner helix into a colorful, wiggly shader.
helix = object.scene.children[0];
var helixGeometry = helix.geometry;
var helixMaterial = shaderMeshMaterial(new THREE.MeshNormalMaterial(), helixGeometry, helixFragmentShaderReplacements);
var helixMesh = new THREE.Mesh(helixGeometry, helixMaterial);
helix = helixMesh;
scene.add(innerHelix);
animate();
////////////////////////////////////
// PRIMARY AREA OF INTEREST - END //
////////////////////////////////////
}, undefined, function (error) {
console.error(error);
});
Below are functions which are relevant.
shaderMeshMaterial: Constructs a new material based on the supplied materialType that supports editing the default shader. If it's not initProcessing, then the problem may stem from this function.
// Globals used: displayDimensions
function shaderMeshMaterial(materialType, geometry, fragmentShaderReplacements) {
var material = materialType;
material.onBeforeCompile = function ( shader ) {
// Uniforms
shader.uniforms.time = { value: 0 };
shader.uniforms.resolution = { value: new THREE.Vector2(displayDimensions.width, displayDimensions.height) };
shader.uniforms.bboxMin = { value: geometry.boundingBox.min };
shader.uniforms.bboxMax = { value: geometry.boundingBox.max };
fragmentShaderReplacements.forEach((rep) => {
shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
});
console.log(shader);
material.userData.shader = shader;
}
return material;
}
initRenderer: Sets up the renderer. Just showing you guys the renderer setup I have in case that's important.
// Globals used: displayDimensions
function initRenderer() {
var renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true,
precision: "mediump"
});
renderer.setClearColor( 0x000000, 0);
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( displayDimensions.width, displayDimensions.height );
renderer.shadowMap.enabled = true;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.25;
return renderer;
}
animate: Handles the animation frames.
// Globals used: renderer, currentTime, postprocessing
function animate (timestamp = 0) {
requestAnimationFrame(animate);
resizeRendererToDisplaySize(renderer);
currentTime = timestamp/1000; // Current time in seconds.
scene.traverse( function ( child ) {
if ( child.isMesh ) {
const shader = child.material.userData.shader;
if ( shader ) {
shader.uniforms.time.value = currentTime;
}
}
} );
renderer.render( scene, camera );
postprocessing.composer.render( 0.1 );
};
One last thing to note is that when I inspected the console log of shader from the shaderMeshMaterial function, I can see that the fragment shaders are indeed different as they should be for each material. Also not sure why there are 4 console logs when there should only be 2.
Sorry for all the code, but I did condense it to where all irrelevant code was stripped out. I'm fairly new to Three.JS, so any possible explanations as to why this is happening are much appreciated!
EDIT: Removed vertex shader parameter from shaderMeshMaterial function to keep this question focused on just the fragment shaders. Though this problem does apply to both the vertex and fragment shaders, I figure if you fix one then you'll fix the other.
EDIT 2: Added language identifiers to code snippets. Also I removed the postprocessing function and the problem still persists, so I know the problem isn't caused by that. I've updated the code above to reflect this change. As a happy side effect of removing the postprocessing function, the console.log of the shader variable from shaderMeshMaterial new appears twice in the log (as it should).
EDIT 3: (Implementing WestLangley's suggestion) I tweaked the shaderMeshMaterial function by adding the customProgramCacheKey function. I had to condense the four parameters of shaderMeshMaterial into one for the sake of the customProgramCacheKey function. I believe I implemented the function correctly, but I'm still getting the same result as before where both materials display the same fragment shader.
New "PRIMARY AREA OF INTEREST" code:
horseshoe = object.scene.children[1];
var horseshoeGeometry = horseshoe.geometry;
var meshData = {
materialType: new THREE.MeshNormalMaterial(),
geometry: horseshoeGeometry,
fragmentShaderReplacements: horseshoeFragmentShaderReplacements
}
var horseshoeMaterial = shaderMeshMaterial(meshData);
var horseshoeMesh = new THREE.Mesh(horseshoeGeometry, horseshoeMaterial);
horseshoe = horseshoeMesh;
horseshoe.rotation.z = deg2rad(180); // Re-orient the horseshoe to the correct position and rotation.
horseshoe.position.y = 13;
scene.add(horseshoe);
// Turn the inner helix into a colorful, wiggly shader.
helix = object.scene.children[0];
var helixGeometry = helix.geometry;
var meshData2 = {
materialType: new THREE.MeshNormalMaterial(),
geometry: helixGeometry,
fragmentShaderReplacements: helixFragmentShaderReplacements
}
var helixMaterial = shaderMeshMaterial(meshData2);
var helixMesh = new THREE.Mesh(helixGeometry, helixMaterial);
helix = helixMesh;
scene.add(innerHelix);
animate();
New shaderMeshMaterial code:
// Globals used: displayDimensions
function shaderMeshMaterial(meshData) {
var material = meshData.materialType;
material.onBeforeCompile = function ( shader ) {
// Uniforms
shader.uniforms.time = { value: 0 };
shader.uniforms.resolution = { value: new THREE.Vector2(displayDimensions.width, displayDimensions.height) };
shader.uniforms.bboxMin = { value: meshData.geometry.boundingBox.min };
shader.uniforms.bboxMax = { value: meshData.geometry.boundingBox.max };
meshData.fragmentShaderReplacements.forEach((rep) => {
shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
});
material.customProgramCacheKey = function () {
return meshData;
};
console.log(shader);
material.userData.shader = shader;
}
return material;
}
WestLangley suggestion worked for me!
material.onBeforeCompile = ...
// Make sure WebGLRenderer doesnt reuse a single program
material.customProgramCacheKey = function () {
return UNIQUE_PER_MATERIAL_ID;
};
I believe your mistake is returning meshData from customProgramCacheKey.
I think customProgramCacheKey need concrete identifier like a number or string.
It would be nice to understand what exactly happening and why do we need to specify customProgramCacheKey.
EDIT: I discover that default value for customProgramCacheKey calculated as follow in Threejs source.
customProgramCacheKey() {
return this.onBeforeCompile.toString();
}
Perhaps this is explains this default caching behavior because calling toString on function returns that function body literally as string.
For example consider function const myFunc = () => { return 1 }. Calling myFunc.toString() returns "() => { return 1 }"
So if your calling onBeforeCompile in a for loop you function body as string never change.

Are there vertices on imported STL files in tree.js?

I am trying to import STL files and then reduce the number of vertices using this great mesh simplification function:
http://www.blurspline.com/labs/3D/bunny/
https://github.com/mrdoob/three.js/issues/5806
It seems that geometry.vertices returns "Undefined" after I import via STLLoader. And I think this has to be the reason this does not work for me.
I´m using this code to import it;
var loader = new THREE.STLLoader();
loader.load( 'mySTLfile.stl', function ( geometry ) {
geometriesParams.push({type: 'Test', args: [ ], scale: 100, meshScale:1 });
console.log("Vertices:"+geometry.vertices);
THREE.Test = function() {
return geometry.clone();
};
updateInfo()
} );
Why aren't there any vertices on imported STL files? And does anyone know of a solution to this?
STLLoaderreturns THREE.BufferGeometry.
In your loader callback, you can convert your geometry to THREE.Geometry like so:
var geometry = new THREE.Geometry().fromBufferGeometry( geometry );
three.js r.84

How to clear out rotation of loaded model

I have a model, which is displayed in Three.js correctly. Top at the top, bottom at the bottom. However, model has a preset rotation of -1.57 on X axis. It means If I add any new object to the scene, axis of object will be not the same as the model axis. How can clear out or reset this preset rotation so the axis of model and axis of world will match and top will be still at the top? I hope I explained myself clear. Thank you.
How about to rotate yours model once by 1.57, "burn" this orientation back to the vertices of the model then saving it to new file.
// reset mesh rotation
mesh.rotation.y = 1.57;
// make current oreintation, the base of the model
applyMeshTransformation(mesh);
// export the model to new blob file (can saved from this to new file)
exportObject(mesh)
function applyMeshTransformation(mesh) {
// apply local matrix on geometry
mesh.updateMatrixWorld();
mesh.geometry.applyMatrix(mesh.matrixWorld);
// reset local matrix
mesh.position.set(0,0,0);
mesh.rotation.set(0,0,0);
mesh.scale.set(1,1,1);
mesh.updateMatrixWorld();
};
function exportObject(mesh) {
var objExporter = new THREE.ObjectExporter();
var output = JSON.stringify( objExporter.parse( mesh ), null, '\t' );
output = output.replace( /[\n\t]+([\d\.e\-\[\]]+)/g, '$1' );
var blob = new Blob( [ output ], { type: 'text/plain' } );
var objectURL = window.URL.createObjectURL( blob );
window.open( objectURL, '_blank' );
};

Resources