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527 lines
12 KiB
527 lines
12 KiB
import {
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Matrix3,
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Vector3
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} from '../../../build/three.module.js';
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/**
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* https://github.com/gkjohnson/ply-exporter-js
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*
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* Usage:
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* const exporter = new PLYExporter();
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*
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* // second argument is a list of options
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* exporter.parse(mesh, data => console.log(data), { binary: true, excludeAttributes: [ 'color' ], littleEndian: true });
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*
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* Format Definition:
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* http://paulbourke.net/dataformats/ply/
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*/
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class PLYExporter {
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parse( object, onDone, options ) {
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if ( onDone && typeof onDone === 'object' ) {
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console.warn( 'THREE.PLYExporter: The options parameter is now the third argument to the "parse" function. See the documentation for the new API.' );
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options = onDone;
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onDone = undefined;
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}
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// Iterate over the valid meshes in the object
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function traverseMeshes( cb ) {
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object.traverse( function ( child ) {
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if ( child.isMesh === true ) {
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const mesh = child;
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const geometry = mesh.geometry;
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if ( geometry.isBufferGeometry !== true ) {
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throw new Error( 'THREE.PLYExporter: Geometry is not of type THREE.BufferGeometry.' );
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}
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if ( geometry.hasAttribute( 'position' ) === true ) {
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cb( mesh, geometry );
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}
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}
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} );
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}
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// Default options
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const defaultOptions = {
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binary: false,
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excludeAttributes: [], // normal, uv, color, index
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littleEndian: false
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};
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options = Object.assign( defaultOptions, options );
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const excludeAttributes = options.excludeAttributes;
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let includeNormals = false;
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let includeColors = false;
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let includeUVs = false;
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// count the vertices, check which properties are used,
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// and cache the BufferGeometry
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let vertexCount = 0;
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let faceCount = 0;
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object.traverse( function ( child ) {
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if ( child.isMesh === true ) {
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const mesh = child;
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const geometry = mesh.geometry;
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if ( geometry.isBufferGeometry !== true ) {
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throw new Error( 'THREE.PLYExporter: Geometry is not of type THREE.BufferGeometry.' );
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}
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const vertices = geometry.getAttribute( 'position' );
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const normals = geometry.getAttribute( 'normal' );
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const uvs = geometry.getAttribute( 'uv' );
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const colors = geometry.getAttribute( 'color' );
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const indices = geometry.getIndex();
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if ( vertices === undefined ) {
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return;
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}
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vertexCount += vertices.count;
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faceCount += indices ? indices.count / 3 : vertices.count / 3;
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if ( normals !== undefined ) includeNormals = true;
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if ( uvs !== undefined ) includeUVs = true;
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if ( colors !== undefined ) includeColors = true;
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}
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} );
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const includeIndices = excludeAttributes.indexOf( 'index' ) === - 1;
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includeNormals = includeNormals && excludeAttributes.indexOf( 'normal' ) === - 1;
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includeColors = includeColors && excludeAttributes.indexOf( 'color' ) === - 1;
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includeUVs = includeUVs && excludeAttributes.indexOf( 'uv' ) === - 1;
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if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
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// point cloud meshes will not have an index array and may not have a
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// number of vertices that is divisble by 3 (and therefore representable
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// as triangles)
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console.error(
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'PLYExporter: Failed to generate a valid PLY file with triangle indices because the ' +
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'number of indices is not divisible by 3.'
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);
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return null;
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}
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const indexByteCount = 4;
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let header =
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'ply\n' +
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`format ${ options.binary ? ( options.littleEndian ? 'binary_little_endian' : 'binary_big_endian' ) : 'ascii' } 1.0\n` +
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`element vertex ${vertexCount}\n` +
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// position
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'property float x\n' +
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'property float y\n' +
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'property float z\n';
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if ( includeNormals === true ) {
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// normal
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header +=
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'property float nx\n' +
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'property float ny\n' +
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'property float nz\n';
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}
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if ( includeUVs === true ) {
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// uvs
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header +=
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'property float s\n' +
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'property float t\n';
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}
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if ( includeColors === true ) {
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// colors
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header +=
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'property uchar red\n' +
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'property uchar green\n' +
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'property uchar blue\n';
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}
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if ( includeIndices === true ) {
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// faces
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header +=
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`element face ${faceCount}\n` +
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'property list uchar int vertex_index\n';
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}
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header += 'end_header\n';
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// Generate attribute data
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const vertex = new Vector3();
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const normalMatrixWorld = new Matrix3();
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let result = null;
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if ( options.binary === true ) {
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// Binary File Generation
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const headerBin = new TextEncoder().encode( header );
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// 3 position values at 4 bytes
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// 3 normal values at 4 bytes
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// 3 color channels with 1 byte
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// 2 uv values at 4 bytes
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const vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
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// 1 byte shape desciptor
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// 3 vertex indices at ${indexByteCount} bytes
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const faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0;
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const output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) );
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new Uint8Array( output.buffer ).set( headerBin, 0 );
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let vOffset = headerBin.length;
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let fOffset = headerBin.length + vertexListLength;
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let writtenVertices = 0;
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traverseMeshes( function ( mesh, geometry ) {
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const vertices = geometry.getAttribute( 'position' );
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const normals = geometry.getAttribute( 'normal' );
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const uvs = geometry.getAttribute( 'uv' );
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const colors = geometry.getAttribute( 'color' );
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const indices = geometry.getIndex();
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normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
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for ( let i = 0, l = vertices.count; i < l; 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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vertex.applyMatrix4( mesh.matrixWorld );
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// Position information
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output.setFloat32( vOffset, vertex.x, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, vertex.y, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, vertex.z, options.littleEndian );
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vOffset += 4;
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// Normal information
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if ( includeNormals === true ) {
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if ( normals != null ) {
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vertex.x = normals.getX( i );
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vertex.y = normals.getY( i );
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vertex.z = normals.getZ( i );
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vertex.applyMatrix3( normalMatrixWorld ).normalize();
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output.setFloat32( vOffset, vertex.x, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, vertex.y, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, vertex.z, options.littleEndian );
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vOffset += 4;
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} else {
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output.setFloat32( vOffset, 0, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, 0, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, 0, options.littleEndian );
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vOffset += 4;
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}
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}
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// UV information
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if ( includeUVs === true ) {
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if ( uvs != null ) {
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output.setFloat32( vOffset, uvs.getX( i ), options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, uvs.getY( i ), options.littleEndian );
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vOffset += 4;
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} else if ( includeUVs !== false ) {
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output.setFloat32( vOffset, 0, options.littleEndian );
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vOffset += 4;
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output.setFloat32( vOffset, 0, options.littleEndian );
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vOffset += 4;
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}
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}
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// Color information
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if ( includeColors === true ) {
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if ( colors != null ) {
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output.setUint8( vOffset, Math.floor( colors.getX( i ) * 255 ) );
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vOffset += 1;
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output.setUint8( vOffset, Math.floor( colors.getY( i ) * 255 ) );
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vOffset += 1;
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output.setUint8( vOffset, Math.floor( colors.getZ( i ) * 255 ) );
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vOffset += 1;
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} else {
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output.setUint8( vOffset, 255 );
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vOffset += 1;
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output.setUint8( vOffset, 255 );
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vOffset += 1;
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output.setUint8( vOffset, 255 );
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vOffset += 1;
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}
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}
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}
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if ( includeIndices === true ) {
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// Create the face list
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if ( indices !== null ) {
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for ( let i = 0, l = indices.count; i < l; i += 3 ) {
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output.setUint8( fOffset, 3 );
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fOffset += 1;
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output.setUint32( fOffset, indices.getX( i + 0 ) + writtenVertices, options.littleEndian );
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fOffset += indexByteCount;
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output.setUint32( fOffset, indices.getX( i + 1 ) + writtenVertices, options.littleEndian );
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fOffset += indexByteCount;
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output.setUint32( fOffset, indices.getX( i + 2 ) + writtenVertices, options.littleEndian );
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fOffset += indexByteCount;
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}
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} else {
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for ( let i = 0, l = vertices.count; i < l; i += 3 ) {
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output.setUint8( fOffset, 3 );
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fOffset += 1;
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output.setUint32( fOffset, writtenVertices + i, options.littleEndian );
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fOffset += indexByteCount;
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output.setUint32( fOffset, writtenVertices + i + 1, options.littleEndian );
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fOffset += indexByteCount;
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output.setUint32( fOffset, writtenVertices + i + 2, options.littleEndian );
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fOffset += indexByteCount;
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}
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}
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}
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// Save the amount of verts we've already written so we can offset
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// the face index on the next mesh
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writtenVertices += vertices.count;
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} );
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result = output.buffer;
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} else {
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// Ascii File Generation
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// count the number of vertices
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let writtenVertices = 0;
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let vertexList = '';
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let faceList = '';
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traverseMeshes( function ( mesh, geometry ) {
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const vertices = geometry.getAttribute( 'position' );
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const normals = geometry.getAttribute( 'normal' );
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const uvs = geometry.getAttribute( 'uv' );
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const colors = geometry.getAttribute( 'color' );
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const indices = geometry.getIndex();
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normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
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// form each line
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for ( let i = 0, l = vertices.count; i < l; 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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vertex.applyMatrix4( mesh.matrixWorld );
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// Position information
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let line =
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vertex.x + ' ' +
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vertex.y + ' ' +
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vertex.z;
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// Normal information
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if ( includeNormals === true ) {
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if ( normals != null ) {
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vertex.x = normals.getX( i );
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vertex.y = normals.getY( i );
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vertex.z = normals.getZ( i );
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vertex.applyMatrix3( normalMatrixWorld ).normalize();
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line += ' ' +
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vertex.x + ' ' +
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vertex.y + ' ' +
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vertex.z;
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} else {
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line += ' 0 0 0';
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}
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}
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// UV information
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if ( includeUVs === true ) {
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if ( uvs != null ) {
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line += ' ' +
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uvs.getX( i ) + ' ' +
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uvs.getY( i );
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} else if ( includeUVs !== false ) {
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line += ' 0 0';
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}
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}
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// Color information
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if ( includeColors === true ) {
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if ( colors != null ) {
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line += ' ' +
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Math.floor( colors.getX( i ) * 255 ) + ' ' +
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Math.floor( colors.getY( i ) * 255 ) + ' ' +
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Math.floor( colors.getZ( i ) * 255 );
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} else {
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line += ' 255 255 255';
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}
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}
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vertexList += line + '\n';
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}
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// Create the face list
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if ( includeIndices === true ) {
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if ( indices !== null ) {
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for ( let i = 0, l = indices.count; i < l; i += 3 ) {
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faceList += `3 ${ indices.getX( i + 0 ) + writtenVertices }`;
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faceList += ` ${ indices.getX( i + 1 ) + writtenVertices }`;
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faceList += ` ${ indices.getX( i + 2 ) + writtenVertices }\n`;
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}
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} else {
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for ( let i = 0, l = vertices.count; i < l; i += 3 ) {
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faceList += `3 ${ writtenVertices + i } ${ writtenVertices + i + 1 } ${ writtenVertices + i + 2 }\n`;
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}
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}
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faceCount += indices ? indices.count / 3 : vertices.count / 3;
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}
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writtenVertices += vertices.count;
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} );
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result = `${ header }${vertexList}${ includeIndices ? `${faceList}\n` : '\n' }`;
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}
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if ( typeof onDone === 'function' ) requestAnimationFrame( () => onDone( result ) );
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return result;
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}
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}
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export { PLYExporter };
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