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three

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JavaScript 3D library

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import { Matrix3, Vector3, Color, ColorManagement, SRGBColorSpace } from 'three'; /** * An exporter for PLY. * * PLY (Polygon or Stanford Triangle Format) is a file format for efficient delivery and * loading of simple, static 3D content in a dense format. Both binary and ascii formats are * supported. PLY can store vertex positions, colors, normals and uv coordinates. No textures * or texture references are saved. * * ```js * const exporter = new PLYExporter(); * const data = exporter.parse( scene, options ); * ``` * * @three_import import { PLYExporter } from 'three/addons/exporters/PLYExporter.js'; */ class PLYExporter { /** * Parses the given 3D object and generates the PLY output. * * If the 3D object is composed of multiple children and geometry, they are merged into a single mesh in the file. * * @param {Object3D} object - The 3D object to export. * @param {PLYExporter~OnDone} onDone - A callback function that is executed when the export has finished. * @param {PLYExporter~Options} options - The export options. * @return {?(string|ArrayBuffer)} The exported PLY. */ parse( object, onDone, options = {} ) { // reference https://github.com/gkjohnson/ply-exporter-js // Iterate over the valid meshes in the object function traverseMeshes( cb ) { object.traverse( function ( child ) { if ( child.isMesh === true || child.isPoints ) { const mesh = child; const geometry = mesh.geometry; if ( geometry.hasAttribute( 'position' ) === true ) { cb( mesh, geometry ); } } } ); } // Default options const defaultOptions = { binary: false, excludeAttributes: [], // normal, uv, color, index littleEndian: false, customPropertyMapping: {} }; options = Object.assign( defaultOptions, options ); const excludeAttributes = options.excludeAttributes; const customPropertyMapping = options.customPropertyMapping; const customAttributeNames = Object.keys( customPropertyMapping ); let includeIndices = true; let includeNormals = false; let includeColors = false; let includeUVs = false; // derive types from the attribtue's typed array (the exporter assumes // all attributes of the same group e.g. "position" share the same data type) let positionType = 'float'; let normalType = 'float'; let uvType = 'float'; let colorType = 'uchar'; const customTypes = {}; for ( const name of customAttributeNames ) customTypes[ name ] = 'float'; // count the vertices, check which properties are used, // and cache the BufferGeometry let vertexCount = 0; let faceCount = 0; object.traverse( function ( child ) { if ( child.isMesh === true ) { const mesh = child; const geometry = mesh.geometry; const vertices = geometry.getAttribute( 'position' ); const normals = geometry.getAttribute( 'normal' ); const uvs = geometry.getAttribute( 'uv' ); const colors = geometry.getAttribute( 'color' ); const indices = geometry.getIndex(); if ( vertices === undefined ) { return; } vertexCount += vertices.count; faceCount += indices ? indices.count / 3 : vertices.count / 3; positionType = getPlyType( vertices.array ); if ( normals !== undefined ) { includeNormals = true; normalType = getPlyType( normals.array ); } if ( uvs !== undefined ) { includeUVs = true; uvType = getPlyType( uvs.array ); } if ( colors !== undefined ) { includeColors = true; colorType = getPlyType( colors.array ); } for ( const name of customAttributeNames ) { const attr = geometry.getAttribute( name ); if ( attr !== undefined ) customTypes[ name ] = getPlyType( attr.array ); } } else if ( child.isPoints ) { const mesh = child; const geometry = mesh.geometry; const vertices = geometry.getAttribute( 'position' ); const normals = geometry.getAttribute( 'normal' ); const colors = geometry.getAttribute( 'color' ); vertexCount += vertices.count; positionType = getPlyType( vertices.array ); if ( normals !== undefined ) { includeNormals = true; normalType = getPlyType( normals.array ); } if ( colors !== undefined ) { includeColors = true; colorType = getPlyType( colors.array ); } for ( const name of customAttributeNames ) { const attr = geometry.getAttribute( name ); if ( attr !== undefined ) customTypes[ name ] = getPlyType( attr.array ); } includeIndices = false; } } ); const tempColor = new Color(); includeIndices = 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 divisible 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; } const indexByteCount = 4; let header = 'ply\n' + `format ${ options.binary ? ( options.littleEndian ? 'binary_little_endian' : 'binary_big_endian' ) : 'ascii' } 1.0\n` + `element vertex ${vertexCount}\n` + // position `property ${positionType} x\n` + `property ${positionType} y\n` + `property ${positionType} z\n`; if ( includeNormals === true ) { // normal header += `property ${normalType} nx\n` + `property ${normalType} ny\n` + `property ${normalType} nz\n`; } if ( includeUVs === true ) { // uvs header += `property ${uvType} s\n` + `property ${uvType} t\n`; } if ( includeColors === true ) { // colors header += `property ${colorType} red\n` + `property ${colorType} green\n` + `property ${colorType} blue\n`; } // custom attributes for ( const name of customAttributeNames ) { const type = customTypes[ name ]; for ( const propName of customPropertyMapping[ name ] ) { header += `property ${type} ${propName}\n`; } } if ( includeIndices === true ) { // faces header += `element face ${faceCount}\n` + 'property list uchar int vertex_index\n'; } header += 'end_header\n'; // Generate attribute data const vertex = new Vector3(); const normalMatrixWorld = new Matrix3(); let result = null; if ( options.binary === true ) { // Binary File Generation const headerBin = new TextEncoder().encode( header ); const posWriter = getBinaryWriter( positionType ); const normalWriter = includeNormals ? getBinaryWriter( normalType ) : null; const uvWriter = includeUVs ? getBinaryWriter( uvType ) : null; const colorWriter = includeColors ? getBinaryWriter( colorType ) : null; const colorIsFloat = isFloatType( colorType ); const colorScale = getColorScale( colorType ); const customWriters = {}; const customIsFloat = {}; let customStride = 0; for ( const name of customAttributeNames ) { const type = customTypes[ name ]; const writer = getBinaryWriter( type ); customWriters[ name ] = writer; customIsFloat[ name ] = isFloatType( type ); customStride += customPropertyMapping[ name ].length * writer.size; } const vertexListLength = vertexCount * ( 3 * posWriter.size + ( includeNormals ? 3 * normalWriter.size : 0 ) + ( includeUVs ? 2 * uvWriter.size : 0 ) + ( includeColors ? 3 * colorWriter.size : 0 ) + customStride ); // 1 byte shape descriptor // 3 vertex indices at ${indexByteCount} bytes const faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0; const output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) ); new Uint8Array( output.buffer ).set( headerBin, 0 ); let vOffset = headerBin.length; let fOffset = headerBin.length + vertexListLength; let writtenVertices = 0; traverseMeshes( function ( mesh, geometry ) { const vertices = geometry.getAttribute( 'position' ); const normals = geometry.getAttribute( 'normal' ); const uvs = geometry.getAttribute( 'uv' ); const colors = geometry.getAttribute( 'color' ); const indices = geometry.getIndex(); normalMatrixWorld.getNormalMatrix( mesh.matrixWorld ); for ( let i = 0, l = vertices.count; i < l; i ++ ) { vertex.fromBufferAttribute( vertices, i ); vertex.applyMatrix4( mesh.matrixWorld ); // Position information posWriter.write( output, vOffset, vertex.x, options.littleEndian ); vOffset += posWriter.size; posWriter.write( output, vOffset, vertex.y, options.littleEndian ); vOffset += posWriter.size; posWriter.write( output, vOffset, vertex.z, options.littleEndian ); vOffset += posWriter.size; // Normal information if ( includeNormals === true ) { if ( normals != null ) { vertex.fromBufferAttribute( normals, i ); vertex.applyMatrix3( normalMatrixWorld ).normalize(); normalWriter.write( output, vOffset, vertex.x, options.littleEndian ); vOffset += normalWriter.size; normalWriter.write( output, vOffset, vertex.y, options.littleEndian ); vOffset += normalWriter.size; normalWriter.write( output, vOffset, vertex.z, options.littleEndian ); vOffset += normalWriter.size; } else { normalWriter.write( output, vOffset, 0, options.littleEndian ); vOffset += normalWriter.size; normalWriter.write( output, vOffset, 0, options.littleEndian ); vOffset += normalWriter.size; normalWriter.write( output, vOffset, 0, options.littleEndian ); vOffset += normalWriter.size; } } // UV information if ( includeUVs === true ) { if ( uvs != null ) { uvWriter.write( output, vOffset, uvs.getX( i ), options.littleEndian ); vOffset += uvWriter.size; uvWriter.write( output, vOffset, uvs.getY( i ), options.littleEndian ); vOffset += uvWriter.size; } else { uvWriter.write( output, vOffset, 0, options.littleEndian ); vOffset += uvWriter.size; uvWriter.write( output, vOffset, 0, options.littleEndian ); vOffset += uvWriter.size; } } // Color information if ( includeColors === true ) { if ( colors != null ) { tempColor.fromBufferAttribute( colors, i ); ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace ); const r = colorIsFloat ? tempColor.r : Math.round( tempColor.r * colorScale ); const g = colorIsFloat ? tempColor.g : Math.round( tempColor.g * colorScale ); const b = colorIsFloat ? tempColor.b : Math.round( tempColor.b * colorScale ); colorWriter.write( output, vOffset, r, options.littleEndian ); vOffset += colorWriter.size; colorWriter.write( output, vOffset, g, options.littleEndian ); vOffset += colorWriter.size; colorWriter.write( output, vOffset, b, options.littleEndian ); vOffset += colorWriter.size; } else { const white = colorIsFloat ? 1 : colorScale; colorWriter.write( output, vOffset, white, options.littleEndian ); vOffset += colorWriter.size; colorWriter.write( output, vOffset, white, options.littleEndian ); vOffset += colorWriter.size; colorWriter.write( output, vOffset, white, options.littleEndian ); vOffset += colorWriter.size; } } // Custom attributes for ( const name of customAttributeNames ) { const writer = customWriters[ name ]; const propCount = customPropertyMapping[ name ].length; const attr = geometry.getAttribute( name ); const isFloat = customIsFloat[ name ]; for ( let c = 0; c < propCount; c ++ ) { const raw = attr != null ? getAttributeComponent( attr, i, c ) : 0; writer.write( output, vOffset, isFloat ? raw : Math.round( raw ), options.littleEndian ); vOffset += writer.size; } } } if ( includeIndices === true ) { // Create the face list if ( indices !== null ) { for ( let i = 0, l = indices.count; i < l; i += 3 ) { output.setUint8( fOffset, 3 ); fOffset += 1; output.setUint32( fOffset, indices.getX( i + 0 ) + writtenVertices, options.littleEndian ); fOffset += indexByteCount; output.setUint32( fOffset, indices.getX( i + 1 ) + writtenVertices, options.littleEndian ); fOffset += indexByteCount; output.setUint32( fOffset, indices.getX( i + 2 ) + writtenVertices, options.littleEndian ); fOffset += indexByteCount; } } else { for ( let i = 0, l = vertices.count; i < l; i += 3 ) { output.setUint8( fOffset, 3 ); fOffset += 1; output.setUint32( fOffset, writtenVertices + i, options.littleEndian ); fOffset += indexByteCount; output.setUint32( fOffset, writtenVertices + i + 1, options.littleEndian ); fOffset += indexByteCount; output.setUint32( fOffset, writtenVertices + i + 2, options.littleEndian ); 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 let writtenVertices = 0; let vertexList = ''; let faceList = ''; const positionIsFloat = isFloatType( positionType ); const normalIsFloat = isFloatType( normalType ); const uvIsFloat = isFloatType( uvType ); const colorIsFloat = isFloatType( colorType ); const colorScale = getColorScale( colorType ); const customIsFloat = {}; for ( const name of customAttributeNames ) customIsFloat[ name ] = isFloatType( customTypes[ name ] ); const encode = ( v, isFloat ) => isFloat ? v : Math.round( v ); traverseMeshes( function ( mesh, geometry ) { const vertices = geometry.getAttribute( 'position' ); const normals = geometry.getAttribute( 'normal' ); const uvs = geometry.getAttribute( 'uv' ); const colors = geometry.getAttribute( 'color' ); const indices = geometry.getIndex(); normalMatrixWorld.getNormalMatrix( mesh.matrixWorld ); // form each line for ( let i = 0, l = vertices.count; i < l; i ++ ) { vertex.fromBufferAttribute( vertices, i ); vertex.applyMatrix4( mesh.matrixWorld ); // Position information let line = encode( vertex.x, positionIsFloat ) + ' ' + encode( vertex.y, positionIsFloat ) + ' ' + encode( vertex.z, positionIsFloat ); // Normal information if ( includeNormals === true ) { if ( normals != null ) { vertex.fromBufferAttribute( normals, i ); vertex.applyMatrix3( normalMatrixWorld ).normalize(); line += ' ' + encode( vertex.x, normalIsFloat ) + ' ' + encode( vertex.y, normalIsFloat ) + ' ' + encode( vertex.z, normalIsFloat ); } else { line += ' 0 0 0'; } } // UV information if ( includeUVs === true ) { if ( uvs != null ) { line += ' ' + encode( uvs.getX( i ), uvIsFloat ) + ' ' + encode( uvs.getY( i ), uvIsFloat ); } else { line += ' 0 0'; } } // Color information if ( includeColors === true ) { if ( colors != null ) { tempColor.fromBufferAttribute( colors, i ); ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace ); const r = colorIsFloat ? tempColor.r : Math.round( tempColor.r * colorScale ); const g = colorIsFloat ? tempColor.g : Math.round( tempColor.g * colorScale ); const b = colorIsFloat ? tempColor.b : Math.round( tempColor.b * colorScale ); line += ` ${r} ${g} ${b}`; } else { const white = colorIsFloat ? 1 : colorScale; line += ` ${white} ${white} ${white}`; } } // Custom attributes for ( const name of customAttributeNames ) { const propCount = customPropertyMapping[ name ].length; const attr = geometry.getAttribute( name ); const isFloat = customIsFloat[ name ]; for ( let c = 0; c < propCount; c ++ ) { const raw = attr != null ? getAttributeComponent( attr, i, c ) : 0; line += ' ' + encode( raw, isFloat ); } } vertexList += line + '\n'; } // Create the face list if ( includeIndices === true ) { if ( indices !== null ) { for ( let 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 ( let 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 }${vertexList}${ includeIndices ? `${faceList}\n` : '\n' }`; } if ( typeof onDone === 'function' ) requestAnimationFrame( () => onDone( result ) ); return result; } } function getPlyType( array ) { if ( array instanceof Int8Array ) return 'char'; if ( array instanceof Uint8Array || array instanceof Uint8ClampedArray ) return 'uchar'; if ( array instanceof Int16Array ) return 'short'; if ( array instanceof Uint16Array ) return 'ushort'; if ( array instanceof Int32Array ) return 'int'; if ( array instanceof Uint32Array ) return 'uint'; if ( array instanceof Float32Array ) return 'float'; if ( array instanceof Float64Array ) return 'double'; return 'float'; } function getBinaryWriter( type ) { switch ( type ) { case 'char': return { write: ( dv, at, v ) => dv.setInt8( at, v ), size: 1 }; case 'uchar': return { write: ( dv, at, v ) => dv.setUint8( at, v ), size: 1 }; case 'short': return { write: ( dv, at, v, le ) => dv.setInt16( at, v, le ), size: 2 }; case 'ushort': return { write: ( dv, at, v, le ) => dv.setUint16( at, v, le ), size: 2 }; case 'int': return { write: ( dv, at, v, le ) => dv.setInt32( at, v, le ), size: 4 }; case 'uint': return { write: ( dv, at, v, le ) => dv.setUint32( at, v, le ), size: 4 }; case 'float': return { write: ( dv, at, v, le ) => dv.setFloat32( at, v, le ), size: 4 }; case 'double': return { write: ( dv, at, v, le ) => dv.setFloat64( at, v, le ), size: 8 }; } } function isFloatType( type ) { return type === 'float' || type === 'double'; } function getAttributeComponent( attr, i, c ) { switch ( c ) { case 0: return attr.getX( i ); case 1: return attr.getY( i ); case 2: return attr.getZ( i ); case 3: return attr.getW( i ); } } function getColorScale( type ) { switch ( type ) { case 'uchar': return 255; case 'ushort': return 65535; default: return 1; } } /** * Export options of `PLYExporter`. * * @typedef {Object} PLYExporter~Options * @property {boolean} [binary=false] - Whether to export in binary format or ASCII. * @property {Array<string>} [excludeAttributes] - Which properties to explicitly exclude from * the exported PLY file. Valid values are `'color'`, `'normal'`, `'uv'`, and `'index'`. If triangle * indices are excluded, then a point cloud is exported. * @property {boolean} [littleEndian=false] - Whether the binary export uses little or big endian. * @property {Object<string, Array<string>>} [customPropertyMapping] - A mapping that allows * exporting custom buffer attributes as PLY vertex properties. Each entry maps a buffer attribute * name to an array of PLY property names. The number of property names must match the item size * of the buffer attribute. This is the inverse of `PLYLoader.setCustomPropertyNameMapping()`. **/ /** * onDone callback of `PLYExporter`. * * @callback PLYExporter~OnDone * @param {string|ArrayBuffer} result - The generated PLY ascii or binary. */ export { PLYExporter };