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import {
Color,
DoubleSide,
Matrix4,
MeshBasicMaterial
} from 'three';
/**
* https://github.com/gkjohnson/collada-exporter-js
*
* Usage:
* const exporter = new ColladaExporter();
*
* const data = exporter.parse(mesh);
*
* Format Definition:
* https://www.khronos.org/collada/
*/
class ColladaExporter {
parse( object, onDone, options = {} ) {
options = Object.assign( {
version: '1.4.1',
author: null,
textureDirectory: '',
upAxis: 'Y_UP',
unitName: null,
unitMeter: null,
}, options );
if ( options.upAxis.match( /^[XYZ]_UP$/ ) === null ) {
console.error( 'ColladaExporter: Invalid upAxis: valid values are X_UP, Y_UP or Z_UP.' );
return null;
}
if ( options.unitName !== null && options.unitMeter === null ) {
console.error( 'ColladaExporter: unitMeter needs to be specified if unitName is specified.' );
return null;
}
if ( options.unitMeter !== null && options.unitName === null ) {
console.error( 'ColladaExporter: unitName needs to be specified if unitMeter is specified.' );
return null;
}
if ( options.textureDirectory !== '' ) {
options.textureDirectory = `${ options.textureDirectory }/`
.replace( /\\/g, '/' )
.replace( /\/+/g, '/' );
}
const version = options.version;
if ( version !== '1.4.1' && version !== '1.5.0' ) {
console.warn( `ColladaExporter : Version ${ version } not supported for export. Only 1.4.1 and 1.5.0.` );
return null;
}
// Convert the urdf xml into a well-formatted, indented format
function format( urdf ) {
const IS_END_TAG = /^<\//;
const IS_SELF_CLOSING = /(\?>$)|(\/>$)/;
const HAS_TEXT = /<[^>]+>[^<]*<\/[^<]+>/;
const pad = ( ch, num ) => ( num > 0 ? ch + pad( ch, num - 1 ) : '' );
let tagnum = 0;
return urdf
.match( /(<[^>]+>[^<]+<\/[^<]+>)|(<[^>]+>)/g )
.map( tag => {
if ( ! HAS_TEXT.test( tag ) && ! IS_SELF_CLOSING.test( tag ) && IS_END_TAG.test( tag ) ) {
tagnum --;
}
const res = `${ pad( ' ', tagnum ) }${ tag }`;
if ( ! HAS_TEXT.test( tag ) && ! IS_SELF_CLOSING.test( tag ) && ! IS_END_TAG.test( tag ) ) {
tagnum ++;
}
return res;
} )
.join( '\n' );
}
// Convert an image into a png format for saving
function base64ToBuffer( str ) {
const b = atob( str );
const buf = new Uint8Array( b.length );
for ( let i = 0, l = buf.length; i < l; i ++ ) {
buf[ i ] = b.charCodeAt( i );
}
return buf;
}
let canvas, ctx;
function imageToData( image, ext ) {
canvas = canvas || document.createElement( 'canvas' );
ctx = ctx || canvas.getContext( '2d' );
canvas.width = image.width;
canvas.height = image.height;
ctx.drawImage( image, 0, 0 );
// Get the base64 encoded data
const base64data = canvas
.toDataURL( `image/${ 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
const getFuncs = [ 'getX', 'getY', 'getZ', 'getW' ];
const tempColor = new Color();
function attrBufferToArray( attr, isColor = false ) {
if ( isColor ) {
// convert the colors to srgb before export
// colors are always written as floats
const arr = new Float32Array( attr.count * 3 );
for ( let i = 0, l = attr.count; i < l; i ++ ) {
tempColor
.fromBufferAttribute( attr, i )
.convertLinearToSRGB();
arr[ 3 * i + 0 ] = tempColor.r;
arr[ 3 * i + 1 ] = tempColor.g;
arr[ 3 * i + 2 ] = tempColor.b;
}
return arr;
} else if ( attr.isInterleavedBufferAttribute ) {
// use the typed array constructor to save on memory
const arr = new attr.array.constructor( attr.count * attr.itemSize );
const size = attr.itemSize;
for ( let i = 0, l = attr.count; i < l; i ++ ) {
for ( let 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, isColor = false ) {
const array = attrBufferToArray( attr, isColor );
const 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
let 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>${ transMat.toArray().join( ' ' ) }</matrix>`;
}
// Process the given piece of geometry into the geometry library
// Returns the mesh id
function processGeometry( bufferGeometry ) {
let info = geometryInfo.get( bufferGeometry );
if ( ! info ) {
const meshid = `Mesh${ libraryGeometries.length + 1 }`;
const indexCount =
bufferGeometry.index ?
bufferGeometry.index.count * bufferGeometry.index.itemSize :
bufferGeometry.attributes.position.count;
const groups =
bufferGeometry.groups != null && bufferGeometry.groups.length !== 0 ?
bufferGeometry.groups :
[ { start: 0, count: indexCount, materialIndex: 0 } ];
const gname = bufferGeometry.name ? ` name="${ bufferGeometry.name }"` : '';
let gnode = `<geometry id="${ meshid }"${ gname }><mesh>`;
// define the geometry node and the vertices for the geometry
const posName = `${ meshid }-position`;
const vertName = `${ meshid }-vertices`;
gnode += getAttribute( bufferGeometry.attributes.position, posName, [ 'X', 'Y', 'Z' ], 'float' );
gnode += `<vertices id="${ vertName }"><input semantic="POSITION" source="#${ posName }" /></vertices>`;
// NOTE: We're not optimizing the attribute arrays here, so they're all the same length and
// can therefore share the same triangle indices. However, MeshLab seems to have trouble opening
// models with attributes that share an offset.
// MeshLab Bug#424: https://sourceforge.net/p/meshlab/bugs/424/
// serialize normals
let triangleInputs = `<input semantic="VERTEX" source="#${ vertName }" offset="0" />`;
if ( 'normal' in bufferGeometry.attributes ) {
const 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 ) {
const uvName = `${ meshid }-texcoord`;
gnode += getAttribute( bufferGeometry.attributes.uv, uvName, [ 'S', 'T' ], 'float' );
triangleInputs += `<input semantic="TEXCOORD" source="#${ uvName }" offset="0" set="0" />`;
}
// serialize lightmap uvs
if ( 'uv2' in bufferGeometry.attributes ) {
const uvName = `${ meshid }-texcoord2`;
gnode += getAttribute( bufferGeometry.attributes.uv2, uvName, [ 'S', 'T' ], 'float' );
triangleInputs += `<input semantic="TEXCOORD" source="#${ uvName }" offset="0" set="1" />`;
}
// serialize colors
if ( 'color' in bufferGeometry.attributes ) {
// colors are always written as floats
const colName = `${ meshid }-color`;
gnode += getAttribute( bufferGeometry.attributes.color, colName, [ 'R', 'G', 'B' ], 'float', true );
triangleInputs += `<input semantic="COLOR" source="#${ colName }" offset="0" />`;
}
let indexArray = null;
if ( bufferGeometry.index ) {
indexArray = attrBufferToArray( bufferGeometry.index );
} else {
indexArray = new Array( indexCount );
for ( let i = 0, l = indexArray.length; i < l; i ++ ) indexArray[ i ] = i;
}
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
const subarr = subArray( indexArray, group.start, group.count );
const polycount = subarr.length / 3;
gnode += `<triangles material="MESH_MATERIAL_${ group.materialIndex }" count="${ polycount }">`;
gnode += triangleInputs;
gnode += `<p>${ subarr.join( ' ' ) }</p>`;
gnode += '</triangles>';
}
gnode += '</mesh></geometry>';
libraryGeometries.push( gnode );
info = { meshid: meshid, bufferGeometry: bufferGeometry };
geometryInfo.set( bufferGeometry, info );
}
return info;
}
// Process the given texture into the image library
// Returns the image library
function processTexture( tex ) {
let texid = imageMap.get( tex );
if ( texid == null ) {
texid = `image-${ libraryImages.length + 1 }`;
const ext = 'png';
const name = tex.name || texid;
let 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 ) {
let matid = materialMap.get( m );
if ( matid == null ) {
matid = `Mat${ libraryEffects.length + 1 }`;
let type = 'phong';
if ( m.isMeshLambertMaterial === true ) {
type = 'lambert';
} else if ( m.isMeshBasicMaterial === true ) {
type = 'constant';
if ( m.map !== null ) {
// The Collada spec does not support diffuse texture maps with the
// constant shader type.
// mrdoob/three.js#15469
console.warn( 'ColladaExporter: Texture maps not supported with MeshBasicMaterial.' );
}
}
const emissive = m.emissive ? m.emissive : new Color( 0, 0, 0 );
const diffuse = m.color ? m.color : new Color( 0, 0, 0 );
const specular = m.specular ? m.specular : new Color( 1, 1, 1 );
const shininess = m.shininess || 0;
const reflectivity = m.reflectivity || 0;
emissive.convertLinearToSRGB();
specular.convertLinearToSRGB();
diffuse.convertLinearToSRGB();
// Do not export and alpha map for the reasons mentioned in issue (#13792)
// in three.js alpha maps are black and white, but collada expects the alpha
// channel to specify the transparency
let transparencyNode = '';
if ( m.transparent === true ) {
transparencyNode +=
'<transparent>' +
(
m.map ?
'<texture texture="diffuse-sampler"></texture>' :
'<float>1</float>'
) +
'</transparent>';
if ( m.opacity < 1 ) {
transparencyNode += `<transparency><float>${ m.opacity }</float></transparency>`;
}
}
const 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 } ${ diffuse.b } 1</color>`
) +
'</diffuse>'
: ''
) +
(
type !== 'constant' ?
'<bump>' +
(
m.normalMap ? '<texture texture="bump-sampler" texcoord="TEXCOORD" />' : ''
) +
'</bump>'
: ''
) +
(
type === 'phong' ?
`<specular><color sid="specular">${ 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 +
`</${ type }></technique>`;
const effectnode =
`<effect id="${ 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>${ processTexture( m.emissiveMap ) }</init_from>` +
'</surface></newparam>' +
'<newparam sid="emissive-sampler"><sampler2D><source>emissive-surface</source></sampler2D></newparam>' :
''
) +
(
m.normalMap ?
'<newparam sid="bump-surface"><surface type="2D">' +
`<init_from>${ processTexture( m.normalMap ) }</init_from>` +
'</surface></newparam>' +
'<newparam sid="bump-sampler"><sampler2D><source>bump-surface</source></sampler2D></newparam>' :
''
) +
techniqueNode +
(
m.side === DoubleSide ?
'<extra><technique profile="THREEJS"><double_sided sid="double_sided" type="int">1</double_sided></technique></extra>' :
''
) +
'</profile_COMMON>' +
'</effect>';
const materialName = m.name ? ` name="${ m.name }"` : '';
const materialNode = `<material id="${ matid }"${ materialName }><instance_effect url="#${ matid }-effect" /></material>`;
libraryMaterials.push( materialNode );
libraryEffects.push( effectnode );
materialMap.set( m, matid );
}
return matid;
}
// Recursively process the object into a scene
function processObject( o ) {
let node = `<node name="${ o.name }">`;
node += getTransform( o );
if ( o.isMesh === true && o.geometry !== null ) {
// function returns the id associated with the mesh and a "BufferGeometry" version
// of the geometry in case it's not a geometry.
const geomInfo = processGeometry( o.geometry );
const meshid = geomInfo.meshid;
const geometry = geomInfo.bufferGeometry;
// ids of the materials to bind to the geometry
let matids = null;
let matidsArray;
// get a list of materials to bind to the sub groups of the geometry.
// If the amount of subgroups is greater than the materials, than reuse
// the materials.
const mat = o.material || new MeshBasicMaterial();
const materials = Array.isArray( mat ) ? mat : [ mat ];
if ( geometry.groups.length > materials.length ) {
matidsArray = new Array( geometry.groups.length );
} else {
matidsArray = new Array( materials.length );
}
matids = matidsArray.fill().map( ( v, i ) => processMaterial( materials[ i % materials.length ] ) );
node +=
`<instance_geometry url="#${ meshid }">` +
(
matids.length > 0 ?
'<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;
}
const geometryInfo = new WeakMap();
const materialMap = new WeakMap();
const imageMap = new WeakMap();
const textures = [];
const libraryImages = [];
const libraryGeometries = [];
const libraryEffects = [];
const libraryMaterials = [];
const libraryVisualScenes = processObject( object );
const specLink = version === '1.4.1' ? 'http://www.collada.org/2005/11/COLLADASchema' : 'https://www.khronos.org/collada/';
let dae =
'<?xml version="1.0" encoding="UTF-8" standalone="no" ?>' +
`<COLLADA xmlns="${ specLink }" version="${ version }">` +
'<asset>' +
(
'<contributor>' +
'<authoring_tool>three.js Collada Exporter</authoring_tool>' +
( options.author !== null ? `<author>${ options.author }</author>` : '' ) +
'</contributor>' +
`<created>${ ( new Date() ).toISOString() }</created>` +
`<modified>${ ( new Date() ).toISOString() }</modified>` +
( options.unitName !== null ? `<unit name="${ options.unitName }" meter="${ options.unitMeter }" />` : '' ) +
`<up_axis>${ options.upAxis }</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>';
const res = {
data: format( dae ),
textures
};
if ( typeof onDone === 'function' ) {
requestAnimationFrame( () => onDone( res ) );
}
return res;
}
}
export { ColladaExporter };