添加关照、全局等高线、修改图层问题
This commit is contained in:
		
							
								
								
									
										267
									
								
								dist/electron/static/sdk/three/jsm/exporters/DRACOExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										267
									
								
								dist/electron/static/sdk/three/jsm/exporters/DRACOExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,267 @@
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import { Color } from 'three';
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/**
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 * Export draco compressed files from threejs geometry objects.
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 *
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 * Draco files are compressed and usually are smaller than conventional 3D file formats.
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 *
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 * The exporter receives a options object containing
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 *  - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)
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 *  - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)
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 *  - encoderMethod
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 *  - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)
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 *  - exportUvs
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 *  - exportNormals
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 *  - exportColor
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 */
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/* global DracoEncoderModule */
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class DRACOExporter {
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	parse( object, options = {} ) {
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		options = Object.assign( {
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			decodeSpeed: 5,
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			encodeSpeed: 5,
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			encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,
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			quantization: [ 16, 8, 8, 8, 8 ],
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			exportUvs: true,
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			exportNormals: true,
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			exportColor: false,
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		}, options );
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		if ( DracoEncoderModule === undefined ) {
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			throw new Error( 'THREE.DRACOExporter: required the draco_encoder to work.' );
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		}
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		const geometry = object.geometry;
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		const dracoEncoder = DracoEncoderModule();
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		const encoder = new dracoEncoder.Encoder();
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		let builder;
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		let dracoObject;
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		if ( object.isMesh === true ) {
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			builder = new dracoEncoder.MeshBuilder();
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			dracoObject = new dracoEncoder.Mesh();
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			const vertices = geometry.getAttribute( 'position' );
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			builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
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			const faces = geometry.getIndex();
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			if ( faces !== null ) {
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				builder.AddFacesToMesh( dracoObject, faces.count / 3, faces.array );
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			} else {
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				const faces = new ( vertices.count > 65535 ? Uint32Array : Uint16Array )( vertices.count );
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				for ( let i = 0; i < faces.length; i ++ ) {
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					faces[ i ] = i;
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				}
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				builder.AddFacesToMesh( dracoObject, vertices.count, faces );
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			}
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			if ( options.exportNormals === true ) {
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				const normals = geometry.getAttribute( 'normal' );
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				if ( normals !== undefined ) {
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					builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.NORMAL, normals.count, normals.itemSize, normals.array );
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				}
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			}
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			if ( options.exportUvs === true ) {
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				const uvs = geometry.getAttribute( 'uv' );
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				if ( uvs !== undefined ) {
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					builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array );
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				}
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			}
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			if ( options.exportColor === true ) {
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				const colors = geometry.getAttribute( 'color' );
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				if ( colors !== undefined ) {
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					const array = createVertexColorSRGBArray( colors );
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					builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
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				}
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			}
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		} else if ( object.isPoints === true ) {
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			builder = new dracoEncoder.PointCloudBuilder();
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			dracoObject = new dracoEncoder.PointCloud();
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			const vertices = geometry.getAttribute( 'position' );
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			builder.AddFloatAttribute( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
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			if ( options.exportColor === true ) {
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				const colors = geometry.getAttribute( 'color' );
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				if ( colors !== undefined ) {
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					const array = createVertexColorSRGBArray( colors );
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					builder.AddFloatAttribute( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
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				}
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			}
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		} else {
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			throw new Error( 'DRACOExporter: Unsupported object type.' );
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		}
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		//Compress using draco encoder
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		const encodedData = new dracoEncoder.DracoInt8Array();
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		//Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).
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		const encodeSpeed = ( options.encodeSpeed !== undefined ) ? options.encodeSpeed : 5;
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		const decodeSpeed = ( options.decodeSpeed !== undefined ) ? options.decodeSpeed : 5;
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		encoder.SetSpeedOptions( encodeSpeed, decodeSpeed );
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		// Sets the desired encoding method for a given geometry.
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		if ( options.encoderMethod !== undefined ) {
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			encoder.SetEncodingMethod( options.encoderMethod );
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		}
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		// Sets the quantization (number of bits used to represent) compression options for a named attribute.
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		// The attribute values will be quantized in a box defined by the maximum extent of the attribute values.
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		if ( options.quantization !== undefined ) {
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			for ( let i = 0; i < 5; i ++ ) {
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				if ( options.quantization[ i ] !== undefined ) {
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					encoder.SetAttributeQuantization( i, options.quantization[ i ] );
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				}
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			}
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		}
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		let length;
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		if ( object.isMesh === true ) {
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			length = encoder.EncodeMeshToDracoBuffer( dracoObject, encodedData );
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		} else {
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			length = encoder.EncodePointCloudToDracoBuffer( dracoObject, true, encodedData );
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		}
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		dracoEncoder.destroy( dracoObject );
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		if ( length === 0 ) {
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			throw new Error( 'THREE.DRACOExporter: Draco encoding failed.' );
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		}
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		//Copy encoded data to buffer.
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		const outputData = new Int8Array( new ArrayBuffer( length ) );
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		for ( let i = 0; i < length; i ++ ) {
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			outputData[ i ] = encodedData.GetValue( i );
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		}
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		dracoEncoder.destroy( encodedData );
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		dracoEncoder.destroy( encoder );
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		dracoEncoder.destroy( builder );
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		return outputData;
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	}
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}
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function createVertexColorSRGBArray( attribute ) {
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	// While .drc files do not specify colorspace, the only 'official' tooling
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	// is PLY and OBJ converters, which use sRGB. We'll assume sRGB is expected
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	// for .drc files, but note that Draco buffers embedded in glTF files will
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	// be Linear-sRGB instead.
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	const _color = new Color();
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	const count = attribute.count;
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	const itemSize = attribute.itemSize;
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	const array = new Float32Array( count * itemSize );
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	for ( let i = 0, il = count; i < il; i ++ ) {
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		_color.fromBufferAttribute( attribute, i ).convertLinearToSRGB();
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		array[ i * itemSize ] = _color.r;
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		array[ i * itemSize + 1 ] = _color.g;
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		array[ i * itemSize + 2 ] = _color.b;
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		if ( itemSize === 4 ) {
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			array[ i * itemSize + 3 ] = attribute.getW( i );
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		}
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	}
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	return array;
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}
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// Encoder methods
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DRACOExporter.MESH_EDGEBREAKER_ENCODING = 1;
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DRACOExporter.MESH_SEQUENTIAL_ENCODING = 0;
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// Geometry type
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DRACOExporter.POINT_CLOUD = 0;
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DRACOExporter.TRIANGULAR_MESH = 1;
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// Attribute type
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DRACOExporter.INVALID = - 1;
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DRACOExporter.POSITION = 0;
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DRACOExporter.NORMAL = 1;
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DRACOExporter.COLOR = 2;
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DRACOExporter.TEX_COORD = 3;
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DRACOExporter.GENERIC = 4;
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export { DRACOExporter };
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										579
									
								
								dist/electron/static/sdk/three/jsm/exporters/EXRExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										579
									
								
								dist/electron/static/sdk/three/jsm/exporters/EXRExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,579 @@
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/**
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 * @author sciecode / https://github.com/sciecode
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 *
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 * EXR format references:
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 * 	https://www.openexr.com/documentation/openexrfilelayout.pdf
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 */
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import {
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	FloatType,
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	HalfFloatType,
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	RGBAFormat,
 | 
			
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	DataUtils,
 | 
			
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} from 'three';
 | 
			
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import * as fflate from '../libs/fflate.module.js';
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const textEncoder = new TextEncoder();
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const NO_COMPRESSION = 0;
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const ZIPS_COMPRESSION = 2;
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const ZIP_COMPRESSION = 3;
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class EXRExporter {
 | 
			
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	parse( arg1, arg2, arg3 ) {
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		if ( ! arg1 || ! ( arg1.isWebGLRenderer || arg1.isDataTexture ) ) {
 | 
			
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			throw Error( 'EXRExporter.parse: Unsupported first parameter, expected instance of WebGLRenderer or DataTexture.' );
 | 
			
		||||
 | 
			
		||||
		} else if ( arg1.isWebGLRenderer ) {
 | 
			
		||||
 | 
			
		||||
			const renderer = arg1, renderTarget = arg2, options = arg3;
 | 
			
		||||
 | 
			
		||||
			supportedRTT( renderTarget );
 | 
			
		||||
 | 
			
		||||
			const info = buildInfoRTT( renderTarget, options ),
 | 
			
		||||
				dataBuffer = getPixelData( renderer, renderTarget, info ),
 | 
			
		||||
				rawContentBuffer = reorganizeDataBuffer( dataBuffer, info ),
 | 
			
		||||
				chunks = compressData( rawContentBuffer, info );
 | 
			
		||||
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			return fillData( chunks, info );
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		||||
 | 
			
		||||
		} else if ( arg1.isDataTexture ) {
 | 
			
		||||
 | 
			
		||||
			const texture = arg1, options = arg2;
 | 
			
		||||
 | 
			
		||||
			supportedDT( texture );
 | 
			
		||||
 | 
			
		||||
			const info = buildInfoDT( texture, options ),
 | 
			
		||||
				dataBuffer = texture.image.data,
 | 
			
		||||
				rawContentBuffer = reorganizeDataBuffer( dataBuffer, info ),
 | 
			
		||||
				chunks = compressData( rawContentBuffer, info );
 | 
			
		||||
 | 
			
		||||
			return fillData( chunks, info );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function supportedRTT( renderTarget ) {
 | 
			
		||||
 | 
			
		||||
	if ( ! renderTarget || ! renderTarget.isWebGLRenderTarget ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Unsupported second parameter, expected instance of WebGLRenderTarget.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( renderTarget.isWebGLCubeRenderTarget || renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Unsupported render target type, expected instance of WebGLRenderTarget.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( renderTarget.texture.type !== FloatType && renderTarget.texture.type !== HalfFloatType ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Unsupported WebGLRenderTarget texture type.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( renderTarget.texture.format !== RGBAFormat ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Unsupported WebGLRenderTarget texture format, expected RGBAFormat.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function supportedDT( texture ) {
 | 
			
		||||
 | 
			
		||||
	if ( texture.type !== FloatType && texture.type !== HalfFloatType ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Unsupported DataTexture texture type.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( texture.format !== RGBAFormat ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Unsupported DataTexture texture format, expected RGBAFormat.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( ! texture.image.data ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: Invalid DataTexture image data.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( texture.type === FloatType && texture.image.data.constructor.name !== 'Float32Array' ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: DataTexture image data doesn\'t match type, expected \'Float32Array\'.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( texture.type === HalfFloatType && texture.image.data.constructor.name !== 'Uint16Array' ) {
 | 
			
		||||
 | 
			
		||||
		throw Error( 'EXRExporter.parse: DataTexture image data doesn\'t match type, expected \'Uint16Array\'.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildInfoRTT( renderTarget, options = {} ) {
 | 
			
		||||
 | 
			
		||||
	const compressionSizes = {
 | 
			
		||||
		0: 1,
 | 
			
		||||
		2: 1,
 | 
			
		||||
		3: 16
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	const WIDTH = renderTarget.width,
 | 
			
		||||
		HEIGHT = renderTarget.height,
 | 
			
		||||
		TYPE = renderTarget.texture.type,
 | 
			
		||||
		FORMAT = renderTarget.texture.format,
 | 
			
		||||
		COMPRESSION = ( options.compression !== undefined ) ? options.compression : ZIP_COMPRESSION,
 | 
			
		||||
		EXPORTER_TYPE = ( options.type !== undefined ) ? options.type : HalfFloatType,
 | 
			
		||||
		OUT_TYPE = ( EXPORTER_TYPE === FloatType ) ? 2 : 1,
 | 
			
		||||
		COMPRESSION_SIZE = compressionSizes[ COMPRESSION ],
 | 
			
		||||
		NUM_CHANNELS = 4;
 | 
			
		||||
 | 
			
		||||
	return {
 | 
			
		||||
		width: WIDTH,
 | 
			
		||||
		height: HEIGHT,
 | 
			
		||||
		type: TYPE,
 | 
			
		||||
		format: FORMAT,
 | 
			
		||||
		compression: COMPRESSION,
 | 
			
		||||
		blockLines: COMPRESSION_SIZE,
 | 
			
		||||
		dataType: OUT_TYPE,
 | 
			
		||||
		dataSize: 2 * OUT_TYPE,
 | 
			
		||||
		numBlocks: Math.ceil( HEIGHT / COMPRESSION_SIZE ),
 | 
			
		||||
		numInputChannels: 4,
 | 
			
		||||
		numOutputChannels: NUM_CHANNELS,
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildInfoDT( texture, options = {} ) {
 | 
			
		||||
 | 
			
		||||
	const compressionSizes = {
 | 
			
		||||
		0: 1,
 | 
			
		||||
		2: 1,
 | 
			
		||||
		3: 16
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	const WIDTH = texture.image.width,
 | 
			
		||||
		HEIGHT = texture.image.height,
 | 
			
		||||
		TYPE = texture.type,
 | 
			
		||||
		FORMAT = texture.format,
 | 
			
		||||
		COMPRESSION = ( options.compression !== undefined ) ? options.compression : ZIP_COMPRESSION,
 | 
			
		||||
		EXPORTER_TYPE = ( options.type !== undefined ) ? options.type : HalfFloatType,
 | 
			
		||||
		OUT_TYPE = ( EXPORTER_TYPE === FloatType ) ? 2 : 1,
 | 
			
		||||
		COMPRESSION_SIZE = compressionSizes[ COMPRESSION ],
 | 
			
		||||
		NUM_CHANNELS = 4;
 | 
			
		||||
 | 
			
		||||
	return {
 | 
			
		||||
		width: WIDTH,
 | 
			
		||||
		height: HEIGHT,
 | 
			
		||||
		type: TYPE,
 | 
			
		||||
		format: FORMAT,
 | 
			
		||||
		compression: COMPRESSION,
 | 
			
		||||
		blockLines: COMPRESSION_SIZE,
 | 
			
		||||
		dataType: OUT_TYPE,
 | 
			
		||||
		dataSize: 2 * OUT_TYPE,
 | 
			
		||||
		numBlocks: Math.ceil( HEIGHT / COMPRESSION_SIZE ),
 | 
			
		||||
		numInputChannels: 4,
 | 
			
		||||
		numOutputChannels: NUM_CHANNELS,
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function getPixelData( renderer, rtt, info ) {
 | 
			
		||||
 | 
			
		||||
	let dataBuffer;
 | 
			
		||||
 | 
			
		||||
	if ( info.type === FloatType ) {
 | 
			
		||||
 | 
			
		||||
		dataBuffer = new Float32Array( info.width * info.height * info.numInputChannels );
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		dataBuffer = new Uint16Array( info.width * info.height * info.numInputChannels );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	renderer.readRenderTargetPixels( rtt, 0, 0, info.width, info.height, dataBuffer );
 | 
			
		||||
 | 
			
		||||
	return dataBuffer;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function reorganizeDataBuffer( inBuffer, info ) {
 | 
			
		||||
 | 
			
		||||
	const w = info.width,
 | 
			
		||||
		h = info.height,
 | 
			
		||||
		dec = { r: 0, g: 0, b: 0, a: 0 },
 | 
			
		||||
		offset = { value: 0 },
 | 
			
		||||
		cOffset = ( info.numOutputChannels == 4 ) ? 1 : 0,
 | 
			
		||||
		getValue = ( info.type == FloatType ) ? getFloat32 : getFloat16,
 | 
			
		||||
		setValue = ( info.dataType == 1 ) ? setFloat16 : setFloat32,
 | 
			
		||||
		outBuffer = new Uint8Array( info.width * info.height * info.numOutputChannels * info.dataSize ),
 | 
			
		||||
		dv = new DataView( outBuffer.buffer );
 | 
			
		||||
 | 
			
		||||
	for ( let y = 0; y < h; ++ y ) {
 | 
			
		||||
 | 
			
		||||
		for ( let x = 0; x < w; ++ x ) {
 | 
			
		||||
 | 
			
		||||
			const i = y * w * 4 + x * 4;
 | 
			
		||||
 | 
			
		||||
			const r = getValue( inBuffer, i );
 | 
			
		||||
			const g = getValue( inBuffer, i + 1 );
 | 
			
		||||
			const b = getValue( inBuffer, i + 2 );
 | 
			
		||||
			const a = getValue( inBuffer, i + 3 );
 | 
			
		||||
 | 
			
		||||
			const line = ( h - y - 1 ) * w * ( 3 + cOffset ) * info.dataSize;
 | 
			
		||||
 | 
			
		||||
			decodeLinear( dec, r, g, b, a );
 | 
			
		||||
 | 
			
		||||
			offset.value = line + x * info.dataSize;
 | 
			
		||||
			setValue( dv, dec.a, offset );
 | 
			
		||||
 | 
			
		||||
			offset.value = line + ( cOffset ) * w * info.dataSize + x * info.dataSize;
 | 
			
		||||
			setValue( dv, dec.b, offset );
 | 
			
		||||
 | 
			
		||||
			offset.value = line + ( 1 + cOffset ) * w * info.dataSize + x * info.dataSize;
 | 
			
		||||
			setValue( dv, dec.g, offset );
 | 
			
		||||
 | 
			
		||||
			offset.value = line + ( 2 + cOffset ) * w * info.dataSize + x * info.dataSize;
 | 
			
		||||
			setValue( dv, dec.r, offset );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return outBuffer;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function compressData( inBuffer, info ) {
 | 
			
		||||
 | 
			
		||||
	let compress,
 | 
			
		||||
		tmpBuffer,
 | 
			
		||||
		sum = 0;
 | 
			
		||||
 | 
			
		||||
	const chunks = { data: new Array(), totalSize: 0 },
 | 
			
		||||
		size = info.width * info.numOutputChannels * info.blockLines * info.dataSize;
 | 
			
		||||
 | 
			
		||||
	switch ( info.compression ) {
 | 
			
		||||
 | 
			
		||||
		case 0:
 | 
			
		||||
			compress = compressNONE;
 | 
			
		||||
			break;
 | 
			
		||||
 | 
			
		||||
		case 2:
 | 
			
		||||
		case 3:
 | 
			
		||||
			compress = compressZIP;
 | 
			
		||||
			break;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( info.compression !== 0 ) {
 | 
			
		||||
 | 
			
		||||
		tmpBuffer = new Uint8Array( size );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < info.numBlocks; ++ i ) {
 | 
			
		||||
 | 
			
		||||
		const arr = inBuffer.subarray( size * i, size * ( i + 1 ) );
 | 
			
		||||
 | 
			
		||||
		const block = compress( arr, tmpBuffer );
 | 
			
		||||
 | 
			
		||||
		sum += block.length;
 | 
			
		||||
 | 
			
		||||
		chunks.data.push( { dataChunk: block, size: block.length } );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	chunks.totalSize = sum;
 | 
			
		||||
 | 
			
		||||
	return chunks;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function compressNONE( data ) {
 | 
			
		||||
 | 
			
		||||
	return data;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function compressZIP( data, tmpBuffer ) {
 | 
			
		||||
 | 
			
		||||
	//
 | 
			
		||||
	// Reorder the pixel data.
 | 
			
		||||
	//
 | 
			
		||||
 | 
			
		||||
	let t1 = 0,
 | 
			
		||||
		t2 = Math.floor( ( data.length + 1 ) / 2 ),
 | 
			
		||||
		s = 0;
 | 
			
		||||
 | 
			
		||||
	const stop = data.length - 1;
 | 
			
		||||
 | 
			
		||||
	while ( true ) {
 | 
			
		||||
 | 
			
		||||
		if ( s > stop ) break;
 | 
			
		||||
		tmpBuffer[ t1 ++ ] = data[ s ++ ];
 | 
			
		||||
 | 
			
		||||
		if ( s > stop ) break;
 | 
			
		||||
		tmpBuffer[ t2 ++ ] = data[ s ++ ];
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	//
 | 
			
		||||
	// Predictor.
 | 
			
		||||
	//
 | 
			
		||||
 | 
			
		||||
	let p = tmpBuffer[ 0 ];
 | 
			
		||||
 | 
			
		||||
	for ( let t = 1; t < tmpBuffer.length; t ++ ) {
 | 
			
		||||
 | 
			
		||||
		const d = tmpBuffer[ t ] - p + ( 128 + 256 );
 | 
			
		||||
		p = tmpBuffer[ t ];
 | 
			
		||||
		tmpBuffer[ t ] = d;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const deflate = fflate.zlibSync( tmpBuffer );
 | 
			
		||||
 | 
			
		||||
	return deflate;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function fillHeader( outBuffer, chunks, info ) {
 | 
			
		||||
 | 
			
		||||
	const offset = { value: 0 };
 | 
			
		||||
	const dv = new DataView( outBuffer.buffer );
 | 
			
		||||
 | 
			
		||||
	setUint32( dv, 20000630, offset ); // magic
 | 
			
		||||
	setUint32( dv, 2, offset ); // mask
 | 
			
		||||
 | 
			
		||||
	// = HEADER =
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'compression', offset );
 | 
			
		||||
	setString( dv, 'compression', offset );
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
	setUint8( dv, info.compression, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'screenWindowCenter', offset );
 | 
			
		||||
	setString( dv, 'v2f', offset );
 | 
			
		||||
	setUint32( dv, 8, offset );
 | 
			
		||||
	setUint32( dv, 0, offset );
 | 
			
		||||
	setUint32( dv, 0, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'screenWindowWidth', offset );
 | 
			
		||||
	setString( dv, 'float', offset );
 | 
			
		||||
	setUint32( dv, 4, offset );
 | 
			
		||||
	setFloat32( dv, 1.0, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'pixelAspectRatio', offset );
 | 
			
		||||
	setString( dv, 'float', offset );
 | 
			
		||||
	setUint32( dv, 4, offset );
 | 
			
		||||
	setFloat32( dv, 1.0, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'lineOrder', offset );
 | 
			
		||||
	setString( dv, 'lineOrder', offset );
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
	setUint8( dv, 0, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'dataWindow', offset );
 | 
			
		||||
	setString( dv, 'box2i', offset );
 | 
			
		||||
	setUint32( dv, 16, offset );
 | 
			
		||||
	setUint32( dv, 0, offset );
 | 
			
		||||
	setUint32( dv, 0, offset );
 | 
			
		||||
	setUint32( dv, info.width - 1, offset );
 | 
			
		||||
	setUint32( dv, info.height - 1, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'displayWindow', offset );
 | 
			
		||||
	setString( dv, 'box2i', offset );
 | 
			
		||||
	setUint32( dv, 16, offset );
 | 
			
		||||
	setUint32( dv, 0, offset );
 | 
			
		||||
	setUint32( dv, 0, offset );
 | 
			
		||||
	setUint32( dv, info.width - 1, offset );
 | 
			
		||||
	setUint32( dv, info.height - 1, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'channels', offset );
 | 
			
		||||
	setString( dv, 'chlist', offset );
 | 
			
		||||
	setUint32( dv, info.numOutputChannels * 18 + 1, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'A', offset );
 | 
			
		||||
	setUint32( dv, info.dataType, offset );
 | 
			
		||||
	offset.value += 4;
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'B', offset );
 | 
			
		||||
	setUint32( dv, info.dataType, offset );
 | 
			
		||||
	offset.value += 4;
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'G', offset );
 | 
			
		||||
	setUint32( dv, info.dataType, offset );
 | 
			
		||||
	offset.value += 4;
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
 | 
			
		||||
	setString( dv, 'R', offset );
 | 
			
		||||
	setUint32( dv, info.dataType, offset );
 | 
			
		||||
	offset.value += 4;
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
	setUint32( dv, 1, offset );
 | 
			
		||||
 | 
			
		||||
	setUint8( dv, 0, offset );
 | 
			
		||||
 | 
			
		||||
	// null-byte
 | 
			
		||||
	setUint8( dv, 0, offset );
 | 
			
		||||
 | 
			
		||||
	// = OFFSET TABLE =
 | 
			
		||||
 | 
			
		||||
	let sum = offset.value + info.numBlocks * 8;
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < chunks.data.length; ++ i ) {
 | 
			
		||||
 | 
			
		||||
		setUint64( dv, sum, offset );
 | 
			
		||||
 | 
			
		||||
		sum += chunks.data[ i ].size + 8;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function fillData( chunks, info ) {
 | 
			
		||||
 | 
			
		||||
	const TableSize = info.numBlocks * 8,
 | 
			
		||||
		HeaderSize = 259 + ( 18 * info.numOutputChannels ), // 259 + 18 * chlist
 | 
			
		||||
		offset = { value: HeaderSize + TableSize },
 | 
			
		||||
		outBuffer = new Uint8Array( HeaderSize + TableSize + chunks.totalSize + info.numBlocks * 8 ),
 | 
			
		||||
		dv = new DataView( outBuffer.buffer );
 | 
			
		||||
 | 
			
		||||
	fillHeader( outBuffer, chunks, info );
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < chunks.data.length; ++ i ) {
 | 
			
		||||
 | 
			
		||||
		const data = chunks.data[ i ].dataChunk;
 | 
			
		||||
		const size = chunks.data[ i ].size;
 | 
			
		||||
 | 
			
		||||
		setUint32( dv, i * info.blockLines, offset );
 | 
			
		||||
		setUint32( dv, size, offset );
 | 
			
		||||
 | 
			
		||||
		outBuffer.set( data, offset.value );
 | 
			
		||||
		offset.value += size;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return outBuffer;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function decodeLinear( dec, r, g, b, a ) {
 | 
			
		||||
 | 
			
		||||
	dec.r = r;
 | 
			
		||||
	dec.g = g;
 | 
			
		||||
	dec.b = b;
 | 
			
		||||
	dec.a = a;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// function decodeSRGB( dec, r, g, b, a ) {
 | 
			
		||||
 | 
			
		||||
// 	dec.r = r > 0.04045 ? Math.pow( r * 0.9478672986 + 0.0521327014, 2.4 ) : r * 0.0773993808;
 | 
			
		||||
// 	dec.g = g > 0.04045 ? Math.pow( g * 0.9478672986 + 0.0521327014, 2.4 ) : g * 0.0773993808;
 | 
			
		||||
// 	dec.b = b > 0.04045 ? Math.pow( b * 0.9478672986 + 0.0521327014, 2.4 ) : b * 0.0773993808;
 | 
			
		||||
// 	dec.a = a;
 | 
			
		||||
 | 
			
		||||
// }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
function setUint8( dv, value, offset ) {
 | 
			
		||||
 | 
			
		||||
	dv.setUint8( offset.value, value );
 | 
			
		||||
 | 
			
		||||
	offset.value += 1;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function setUint32( dv, value, offset ) {
 | 
			
		||||
 | 
			
		||||
	dv.setUint32( offset.value, value, true );
 | 
			
		||||
 | 
			
		||||
	offset.value += 4;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function setFloat16( dv, value, offset ) {
 | 
			
		||||
 | 
			
		||||
	dv.setUint16( offset.value, DataUtils.toHalfFloat( value ), true );
 | 
			
		||||
 | 
			
		||||
	offset.value += 2;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function setFloat32( dv, value, offset ) {
 | 
			
		||||
 | 
			
		||||
	dv.setFloat32( offset.value, value, true );
 | 
			
		||||
 | 
			
		||||
	offset.value += 4;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function setUint64( dv, value, offset ) {
 | 
			
		||||
 | 
			
		||||
	dv.setBigUint64( offset.value, BigInt( value ), true );
 | 
			
		||||
 | 
			
		||||
	offset.value += 8;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function setString( dv, string, offset ) {
 | 
			
		||||
 | 
			
		||||
	const tmp = textEncoder.encode( string + '\0' );
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < tmp.length; ++ i ) {
 | 
			
		||||
 | 
			
		||||
		setUint8( dv, tmp[ i ], offset );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function decodeFloat16( binary ) {
 | 
			
		||||
 | 
			
		||||
	const exponent = ( binary & 0x7C00 ) >> 10,
 | 
			
		||||
		fraction = binary & 0x03FF;
 | 
			
		||||
 | 
			
		||||
	return ( binary >> 15 ? - 1 : 1 ) * (
 | 
			
		||||
		exponent ?
 | 
			
		||||
			(
 | 
			
		||||
				exponent === 0x1F ?
 | 
			
		||||
					fraction ? NaN : Infinity :
 | 
			
		||||
					Math.pow( 2, exponent - 15 ) * ( 1 + fraction / 0x400 )
 | 
			
		||||
			) :
 | 
			
		||||
			6.103515625e-5 * ( fraction / 0x400 )
 | 
			
		||||
	);
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function getFloat16( arr, i ) {
 | 
			
		||||
 | 
			
		||||
	return decodeFloat16( arr[ i ] );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function getFloat32( arr, i ) {
 | 
			
		||||
 | 
			
		||||
	return arr[ i ];
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { EXRExporter, NO_COMPRESSION, ZIP_COMPRESSION, ZIPS_COMPRESSION };
 | 
			
		||||
							
								
								
									
										3380
									
								
								dist/electron/static/sdk/three/jsm/exporters/GLTFExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										3380
									
								
								dist/electron/static/sdk/three/jsm/exporters/GLTFExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
							
								
								
									
										292
									
								
								dist/electron/static/sdk/three/jsm/exporters/KTX2Exporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										292
									
								
								dist/electron/static/sdk/three/jsm/exporters/KTX2Exporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,292 @@
 | 
			
		||||
import {
 | 
			
		||||
	FloatType,
 | 
			
		||||
	HalfFloatType,
 | 
			
		||||
	UnsignedByteType,
 | 
			
		||||
	RGBAFormat,
 | 
			
		||||
	RGFormat,
 | 
			
		||||
	RGIntegerFormat,
 | 
			
		||||
	RedFormat,
 | 
			
		||||
	RedIntegerFormat,
 | 
			
		||||
	NoColorSpace,
 | 
			
		||||
	LinearSRGBColorSpace,
 | 
			
		||||
	SRGBColorSpace,
 | 
			
		||||
	DataTexture,
 | 
			
		||||
	REVISION,
 | 
			
		||||
} from 'three';
 | 
			
		||||
 | 
			
		||||
import {
 | 
			
		||||
	write,
 | 
			
		||||
	KTX2Container,
 | 
			
		||||
	KHR_DF_CHANNEL_RGBSDA_ALPHA,
 | 
			
		||||
	KHR_DF_CHANNEL_RGBSDA_BLUE,
 | 
			
		||||
	KHR_DF_CHANNEL_RGBSDA_GREEN,
 | 
			
		||||
	KHR_DF_CHANNEL_RGBSDA_RED,
 | 
			
		||||
	KHR_DF_MODEL_RGBSDA,
 | 
			
		||||
	KHR_DF_PRIMARIES_BT709,
 | 
			
		||||
	KHR_DF_PRIMARIES_UNSPECIFIED,
 | 
			
		||||
	KHR_DF_SAMPLE_DATATYPE_FLOAT,
 | 
			
		||||
	KHR_DF_SAMPLE_DATATYPE_LINEAR,
 | 
			
		||||
	KHR_DF_SAMPLE_DATATYPE_SIGNED,
 | 
			
		||||
	KHR_DF_TRANSFER_LINEAR,
 | 
			
		||||
	KHR_DF_TRANSFER_SRGB,
 | 
			
		||||
	VK_FORMAT_R16_SFLOAT,
 | 
			
		||||
	VK_FORMAT_R16G16_SFLOAT,
 | 
			
		||||
	VK_FORMAT_R16G16B16A16_SFLOAT,
 | 
			
		||||
	VK_FORMAT_R32_SFLOAT,
 | 
			
		||||
	VK_FORMAT_R32G32_SFLOAT,
 | 
			
		||||
	VK_FORMAT_R32G32B32A32_SFLOAT,
 | 
			
		||||
	VK_FORMAT_R8_SRGB,
 | 
			
		||||
	VK_FORMAT_R8_UNORM,
 | 
			
		||||
	VK_FORMAT_R8G8_SRGB,
 | 
			
		||||
	VK_FORMAT_R8G8_UNORM,
 | 
			
		||||
	VK_FORMAT_R8G8B8A8_SRGB,
 | 
			
		||||
	VK_FORMAT_R8G8B8A8_UNORM,
 | 
			
		||||
} from '../libs/ktx-parse.module.js';
 | 
			
		||||
 | 
			
		||||
const VK_FORMAT_MAP = {
 | 
			
		||||
 | 
			
		||||
	[ RGBAFormat ]: {
 | 
			
		||||
		[ FloatType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R32G32B32A32_SFLOAT,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R32G32B32A32_SFLOAT,
 | 
			
		||||
		},
 | 
			
		||||
		[ HalfFloatType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R16G16B16A16_SFLOAT,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R16G16B16A16_SFLOAT,
 | 
			
		||||
		},
 | 
			
		||||
		[ UnsignedByteType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R8G8B8A8_UNORM,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R8G8B8A8_UNORM,
 | 
			
		||||
			[ SRGBColorSpace ]: VK_FORMAT_R8G8B8A8_SRGB,
 | 
			
		||||
		},
 | 
			
		||||
	},
 | 
			
		||||
 | 
			
		||||
	[ RGFormat ]: {
 | 
			
		||||
		[ FloatType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R32G32_SFLOAT,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R32G32_SFLOAT,
 | 
			
		||||
		},
 | 
			
		||||
		[ HalfFloatType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R16G16_SFLOAT,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R16G16_SFLOAT,
 | 
			
		||||
		},
 | 
			
		||||
		[ UnsignedByteType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R8G8_UNORM,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R8G8_UNORM,
 | 
			
		||||
			[ SRGBColorSpace ]: VK_FORMAT_R8G8_SRGB,
 | 
			
		||||
		},
 | 
			
		||||
	},
 | 
			
		||||
 | 
			
		||||
	[ RedFormat ]: {
 | 
			
		||||
		[ FloatType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R32_SFLOAT,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R32_SFLOAT,
 | 
			
		||||
		},
 | 
			
		||||
		[ HalfFloatType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R16_SFLOAT,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R16_SFLOAT,
 | 
			
		||||
		},
 | 
			
		||||
		[ UnsignedByteType ]: {
 | 
			
		||||
			[ NoColorSpace ]: VK_FORMAT_R8_UNORM,
 | 
			
		||||
			[ LinearSRGBColorSpace ]: VK_FORMAT_R8_UNORM,
 | 
			
		||||
			[ SRGBColorSpace ]: VK_FORMAT_R8_SRGB,
 | 
			
		||||
		},
 | 
			
		||||
	},
 | 
			
		||||
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const KHR_DF_CHANNEL_MAP = {
 | 
			
		||||
 | 
			
		||||
	0: KHR_DF_CHANNEL_RGBSDA_RED,
 | 
			
		||||
	1: KHR_DF_CHANNEL_RGBSDA_GREEN,
 | 
			
		||||
	2: KHR_DF_CHANNEL_RGBSDA_BLUE,
 | 
			
		||||
	3: KHR_DF_CHANNEL_RGBSDA_ALPHA,
 | 
			
		||||
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
const ERROR_INPUT = 'THREE.KTX2Exporter: Supported inputs are DataTexture, Data3DTexture, or WebGLRenderer and WebGLRenderTarget.';
 | 
			
		||||
const ERROR_FORMAT = 'THREE.KTX2Exporter: Supported formats are RGBAFormat, RGFormat, or RedFormat.';
 | 
			
		||||
const ERROR_TYPE = 'THREE.KTX2Exporter: Supported types are FloatType, HalfFloatType, or UnsignedByteType."';
 | 
			
		||||
const ERROR_COLOR_SPACE = 'THREE.KTX2Exporter: Supported color spaces are SRGBColorSpace (UnsignedByteType only), LinearSRGBColorSpace, or NoColorSpace.';
 | 
			
		||||
 | 
			
		||||
export class KTX2Exporter {
 | 
			
		||||
 | 
			
		||||
	parse( arg1, arg2 ) {
 | 
			
		||||
 | 
			
		||||
		let texture;
 | 
			
		||||
 | 
			
		||||
		if ( arg1.isDataTexture || arg1.isData3DTexture ) {
 | 
			
		||||
 | 
			
		||||
			texture = arg1;
 | 
			
		||||
 | 
			
		||||
		} else if ( arg1.isWebGLRenderer && arg2.isWebGLRenderTarget ) {
 | 
			
		||||
 | 
			
		||||
			texture = toDataTexture( arg1, arg2 );
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			throw new Error( ERROR_INPUT );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( VK_FORMAT_MAP[ texture.format ] === undefined ) {
 | 
			
		||||
 | 
			
		||||
			throw new Error( ERROR_FORMAT );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( VK_FORMAT_MAP[ texture.format ][ texture.type ] === undefined ) {
 | 
			
		||||
 | 
			
		||||
			throw new Error( ERROR_TYPE );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( VK_FORMAT_MAP[ texture.format ][ texture.type ][ texture.colorSpace ] === undefined ) {
 | 
			
		||||
 | 
			
		||||
			throw new Error( ERROR_COLOR_SPACE );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		const array = texture.image.data;
 | 
			
		||||
		const channelCount = getChannelCount( texture );
 | 
			
		||||
		const container = new KTX2Container();
 | 
			
		||||
 | 
			
		||||
		container.vkFormat = VK_FORMAT_MAP[ texture.format ][ texture.type ][ texture.colorSpace ];
 | 
			
		||||
		container.typeSize = array.BYTES_PER_ELEMENT;
 | 
			
		||||
		container.pixelWidth = texture.image.width;
 | 
			
		||||
		container.pixelHeight = texture.image.height;
 | 
			
		||||
 | 
			
		||||
		if ( texture.isData3DTexture ) {
 | 
			
		||||
 | 
			
		||||
			container.pixelDepth = texture.image.depth;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		const basicDesc = container.dataFormatDescriptor[ 0 ];
 | 
			
		||||
 | 
			
		||||
		basicDesc.colorModel = KHR_DF_MODEL_RGBSDA;
 | 
			
		||||
		basicDesc.colorPrimaries = texture.colorSpace === NoColorSpace
 | 
			
		||||
			? KHR_DF_PRIMARIES_UNSPECIFIED
 | 
			
		||||
			: KHR_DF_PRIMARIES_BT709;
 | 
			
		||||
		basicDesc.transferFunction = texture.colorSpace === SRGBColorSpace
 | 
			
		||||
			? KHR_DF_TRANSFER_SRGB
 | 
			
		||||
			: KHR_DF_TRANSFER_LINEAR;
 | 
			
		||||
 | 
			
		||||
		basicDesc.texelBlockDimension = [ 0, 0, 0, 0 ];
 | 
			
		||||
 | 
			
		||||
		basicDesc.bytesPlane = [
 | 
			
		||||
 | 
			
		||||
			container.typeSize * channelCount, 0, 0, 0, 0, 0, 0, 0,
 | 
			
		||||
 | 
			
		||||
		];
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0; i < channelCount; ++ i ) {
 | 
			
		||||
 | 
			
		||||
			let channelType = KHR_DF_CHANNEL_MAP[ i ];
 | 
			
		||||
 | 
			
		||||
			if ( texture.colorSpace === LinearSRGBColorSpace || texture.colorSpace === NoColorSpace ) {
 | 
			
		||||
 | 
			
		||||
				channelType |= KHR_DF_SAMPLE_DATATYPE_LINEAR;
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if ( texture.type === FloatType || texture.type === HalfFloatType ) {
 | 
			
		||||
 | 
			
		||||
				channelType |= KHR_DF_SAMPLE_DATATYPE_FLOAT;
 | 
			
		||||
				channelType |= KHR_DF_SAMPLE_DATATYPE_SIGNED;
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			basicDesc.samples.push( {
 | 
			
		||||
 | 
			
		||||
				channelType: channelType,
 | 
			
		||||
				bitOffset: i * array.BYTES_PER_ELEMENT,
 | 
			
		||||
				bitLength: array.BYTES_PER_ELEMENT * 8 - 1,
 | 
			
		||||
				samplePosition: [ 0, 0, 0, 0 ],
 | 
			
		||||
				sampleLower: texture.type === UnsignedByteType ? 0 : - 1,
 | 
			
		||||
				sampleUpper: texture.type === UnsignedByteType ? 255 : 1,
 | 
			
		||||
 | 
			
		||||
			} );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		container.levels = [ {
 | 
			
		||||
 | 
			
		||||
			levelData: new Uint8Array( array.buffer, array.byteOffset, array.byteLength ),
 | 
			
		||||
			uncompressedByteLength: array.byteLength,
 | 
			
		||||
 | 
			
		||||
		} ];
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		container.keyValue[ 'KTXwriter' ] = `three.js ${ REVISION }`;
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		return write( container, { keepWriter: true } );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function toDataTexture( renderer, rtt ) {
 | 
			
		||||
 | 
			
		||||
	const channelCount = getChannelCount( rtt.texture );
 | 
			
		||||
 | 
			
		||||
	let view;
 | 
			
		||||
 | 
			
		||||
	if ( rtt.texture.type === FloatType ) {
 | 
			
		||||
 | 
			
		||||
		view = new Float32Array( rtt.width * rtt.height * channelCount );
 | 
			
		||||
 | 
			
		||||
	} else if ( rtt.texture.type === HalfFloatType ) {
 | 
			
		||||
 | 
			
		||||
		view = new Uint16Array( rtt.width * rtt.height * channelCount );
 | 
			
		||||
 | 
			
		||||
	} else if ( rtt.texture.type === UnsignedByteType ) {
 | 
			
		||||
 | 
			
		||||
		view = new Uint8Array( rtt.width * rtt.height * channelCount );
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		throw new Error( ERROR_TYPE );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	renderer.readRenderTargetPixels( rtt, 0, 0, rtt.width, rtt.height, view );
 | 
			
		||||
 | 
			
		||||
	return new DataTexture( view, rtt.width, rtt.height, rtt.texture.format, rtt.texture.type );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function getChannelCount( texture ) {
 | 
			
		||||
 | 
			
		||||
	switch ( texture.format ) {
 | 
			
		||||
 | 
			
		||||
		case RGBAFormat:
 | 
			
		||||
 | 
			
		||||
			return 4;
 | 
			
		||||
 | 
			
		||||
		case RGFormat:
 | 
			
		||||
		case RGIntegerFormat:
 | 
			
		||||
 | 
			
		||||
			return 2;
 | 
			
		||||
 | 
			
		||||
		case RedFormat:
 | 
			
		||||
		case RedIntegerFormat:
 | 
			
		||||
 | 
			
		||||
			return 1;
 | 
			
		||||
 | 
			
		||||
		default:
 | 
			
		||||
 | 
			
		||||
			throw new Error( ERROR_FORMAT );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										217
									
								
								dist/electron/static/sdk/three/jsm/exporters/MMDExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										217
									
								
								dist/electron/static/sdk/three/jsm/exporters/MMDExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,217 @@
 | 
			
		||||
import {
 | 
			
		||||
	Matrix4,
 | 
			
		||||
	Quaternion,
 | 
			
		||||
	Vector3
 | 
			
		||||
} from 'three';
 | 
			
		||||
import { MMDParser } from '../libs/mmdparser.module.js';
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Dependencies
 | 
			
		||||
 *  - mmd-parser https://github.com/takahirox/mmd-parser
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
class MMDExporter {
 | 
			
		||||
 | 
			
		||||
	/* TODO: implement
 | 
			
		||||
	// mesh -> pmd
 | 
			
		||||
	this.parsePmd = function ( object ) {
 | 
			
		||||
 | 
			
		||||
	};
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	/* TODO: implement
 | 
			
		||||
	// mesh -> pmx
 | 
			
		||||
	this.parsePmx = function ( object ) {
 | 
			
		||||
 | 
			
		||||
	};
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	/* TODO: implement
 | 
			
		||||
	// animation + skeleton -> vmd
 | 
			
		||||
	this.parseVmd = function ( object ) {
 | 
			
		||||
 | 
			
		||||
	};
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
	 * skeleton -> vpd
 | 
			
		||||
	 * Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
 | 
			
		||||
	 */
 | 
			
		||||
	parseVpd( skin, outputShiftJis, useOriginalBones ) {
 | 
			
		||||
 | 
			
		||||
		if ( skin.isSkinnedMesh !== true ) {
 | 
			
		||||
 | 
			
		||||
			console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
 | 
			
		||||
			return null;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		function toStringsFromNumber( num ) {
 | 
			
		||||
 | 
			
		||||
			if ( Math.abs( num ) < 1e-6 ) num = 0;
 | 
			
		||||
 | 
			
		||||
			let a = num.toString();
 | 
			
		||||
 | 
			
		||||
			if ( a.indexOf( '.' ) === - 1 ) {
 | 
			
		||||
 | 
			
		||||
				a += '.';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			a += '000000';
 | 
			
		||||
 | 
			
		||||
			const index = a.indexOf( '.' );
 | 
			
		||||
 | 
			
		||||
			const d = a.slice( 0, index );
 | 
			
		||||
			const p = a.slice( index + 1, index + 7 );
 | 
			
		||||
 | 
			
		||||
			return d + '.' + p;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		function toStringsFromArray( array ) {
 | 
			
		||||
 | 
			
		||||
			const a = [];
 | 
			
		||||
 | 
			
		||||
			for ( let i = 0, il = array.length; i < il; i ++ ) {
 | 
			
		||||
 | 
			
		||||
				a.push( toStringsFromNumber( array[ i ] ) );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			return a.join( ',' );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		skin.updateMatrixWorld( true );
 | 
			
		||||
 | 
			
		||||
		const bones = skin.skeleton.bones;
 | 
			
		||||
		const bones2 = getBindBones( skin );
 | 
			
		||||
 | 
			
		||||
		const position = new Vector3();
 | 
			
		||||
		const quaternion = new Quaternion();
 | 
			
		||||
		const quaternion2 = new Quaternion();
 | 
			
		||||
		const matrix = new Matrix4();
 | 
			
		||||
 | 
			
		||||
		const array = [];
 | 
			
		||||
		array.push( 'Vocaloid Pose Data file' );
 | 
			
		||||
		array.push( '' );
 | 
			
		||||
		array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
 | 
			
		||||
		array.push( bones.length + ';' );
 | 
			
		||||
		array.push( '' );
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0, il = bones.length; i < il; i ++ ) {
 | 
			
		||||
 | 
			
		||||
			const bone = bones[ i ];
 | 
			
		||||
			const bone2 = bones2[ i ];
 | 
			
		||||
 | 
			
		||||
			/*
 | 
			
		||||
			 * use the bone matrix saved before solving IK.
 | 
			
		||||
			 * see CCDIKSolver for the detail.
 | 
			
		||||
			 */
 | 
			
		||||
			if ( useOriginalBones === true &&
 | 
			
		||||
				bone.userData.ik !== undefined &&
 | 
			
		||||
				bone.userData.ik.originalMatrix !== undefined ) {
 | 
			
		||||
 | 
			
		||||
				matrix.fromArray( bone.userData.ik.originalMatrix );
 | 
			
		||||
 | 
			
		||||
			} else {
 | 
			
		||||
 | 
			
		||||
				matrix.copy( bone.matrix );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			position.setFromMatrixPosition( matrix );
 | 
			
		||||
			quaternion.setFromRotationMatrix( matrix );
 | 
			
		||||
 | 
			
		||||
			const pArray = position.sub( bone2.position ).toArray();
 | 
			
		||||
			const qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
 | 
			
		||||
 | 
			
		||||
			// right to left
 | 
			
		||||
			pArray[ 2 ] = - pArray[ 2 ];
 | 
			
		||||
			qArray[ 0 ] = - qArray[ 0 ];
 | 
			
		||||
			qArray[ 1 ] = - qArray[ 1 ];
 | 
			
		||||
 | 
			
		||||
			array.push( 'Bone' + i + '{' + bone.name );
 | 
			
		||||
			array.push( '  ' + toStringsFromArray( pArray ) + ';' );
 | 
			
		||||
			array.push( '  ' + toStringsFromArray( qArray ) + ';' );
 | 
			
		||||
			array.push( '}' );
 | 
			
		||||
			array.push( '' );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		array.push( '' );
 | 
			
		||||
 | 
			
		||||
		const lines = array.join( '\n' );
 | 
			
		||||
 | 
			
		||||
		return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Unicode to Shift_JIS table
 | 
			
		||||
let u2sTable;
 | 
			
		||||
 | 
			
		||||
function unicodeToShiftjis( str ) {
 | 
			
		||||
 | 
			
		||||
	if ( u2sTable === undefined ) {
 | 
			
		||||
 | 
			
		||||
		const encoder = new MMDParser.CharsetEncoder();
 | 
			
		||||
		const table = encoder.s2uTable;
 | 
			
		||||
		u2sTable = {};
 | 
			
		||||
 | 
			
		||||
		const keys = Object.keys( table );
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0, il = keys.length; i < il; i ++ ) {
 | 
			
		||||
 | 
			
		||||
			let key = keys[ i ];
 | 
			
		||||
 | 
			
		||||
			const value = table[ key ];
 | 
			
		||||
			key = parseInt( key );
 | 
			
		||||
 | 
			
		||||
			u2sTable[ value ] = key;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const array = [];
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0, il = str.length; i < il; i ++ ) {
 | 
			
		||||
 | 
			
		||||
		const code = str.charCodeAt( i );
 | 
			
		||||
 | 
			
		||||
		const value = u2sTable[ code ];
 | 
			
		||||
 | 
			
		||||
		if ( value === undefined ) {
 | 
			
		||||
 | 
			
		||||
			throw new Error( 'cannot convert charcode 0x' + code.toString( 16 ) );
 | 
			
		||||
 | 
			
		||||
		} else if ( value > 0xff ) {
 | 
			
		||||
 | 
			
		||||
			array.push( ( value >> 8 ) & 0xff );
 | 
			
		||||
			array.push( value & 0xff );
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			array.push( value & 0xff );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return new Uint8Array( array );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function getBindBones( skin ) {
 | 
			
		||||
 | 
			
		||||
	// any more efficient ways?
 | 
			
		||||
	const poseSkin = skin.clone();
 | 
			
		||||
	poseSkin.pose();
 | 
			
		||||
	return poseSkin.skeleton.bones;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { MMDExporter };
 | 
			
		||||
							
								
								
									
										284
									
								
								dist/electron/static/sdk/three/jsm/exporters/OBJExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										284
									
								
								dist/electron/static/sdk/three/jsm/exporters/OBJExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,284 @@
 | 
			
		||||
import {
 | 
			
		||||
	Color,
 | 
			
		||||
	Matrix3,
 | 
			
		||||
	Vector2,
 | 
			
		||||
	Vector3
 | 
			
		||||
} from 'three';
 | 
			
		||||
 | 
			
		||||
class OBJExporter {
 | 
			
		||||
 | 
			
		||||
	parse( object ) {
 | 
			
		||||
 | 
			
		||||
		let output = '';
 | 
			
		||||
 | 
			
		||||
		let indexVertex = 0;
 | 
			
		||||
		let indexVertexUvs = 0;
 | 
			
		||||
		let indexNormals = 0;
 | 
			
		||||
 | 
			
		||||
		const vertex = new Vector3();
 | 
			
		||||
		const color = new Color();
 | 
			
		||||
		const normal = new Vector3();
 | 
			
		||||
		const uv = new Vector2();
 | 
			
		||||
 | 
			
		||||
		const face = [];
 | 
			
		||||
 | 
			
		||||
		function parseMesh( mesh ) {
 | 
			
		||||
 | 
			
		||||
			let nbVertex = 0;
 | 
			
		||||
			let nbNormals = 0;
 | 
			
		||||
			let nbVertexUvs = 0;
 | 
			
		||||
 | 
			
		||||
			const geometry = mesh.geometry;
 | 
			
		||||
 | 
			
		||||
			const normalMatrixWorld = new Matrix3();
 | 
			
		||||
 | 
			
		||||
			// shortcuts
 | 
			
		||||
			const vertices = geometry.getAttribute( 'position' );
 | 
			
		||||
			const normals = geometry.getAttribute( 'normal' );
 | 
			
		||||
			const uvs = geometry.getAttribute( 'uv' );
 | 
			
		||||
			const indices = geometry.getIndex();
 | 
			
		||||
 | 
			
		||||
			// name of the mesh object
 | 
			
		||||
			output += 'o ' + mesh.name + '\n';
 | 
			
		||||
 | 
			
		||||
			// name of the mesh material
 | 
			
		||||
			if ( mesh.material && mesh.material.name ) {
 | 
			
		||||
 | 
			
		||||
				output += 'usemtl ' + mesh.material.name + '\n';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// vertices
 | 
			
		||||
 | 
			
		||||
			if ( vertices !== undefined ) {
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
 | 
			
		||||
 | 
			
		||||
					vertex.fromBufferAttribute( vertices, i );
 | 
			
		||||
 | 
			
		||||
					// transform the vertex to world space
 | 
			
		||||
					vertex.applyMatrix4( mesh.matrixWorld );
 | 
			
		||||
 | 
			
		||||
					// transform the vertex to export format
 | 
			
		||||
					output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// uvs
 | 
			
		||||
 | 
			
		||||
			if ( uvs !== undefined ) {
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = uvs.count; i < l; i ++, nbVertexUvs ++ ) {
 | 
			
		||||
 | 
			
		||||
					uv.fromBufferAttribute( uvs, i );
 | 
			
		||||
 | 
			
		||||
					// transform the uv to export format
 | 
			
		||||
					output += 'vt ' + uv.x + ' ' + uv.y + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// normals
 | 
			
		||||
 | 
			
		||||
			if ( normals !== undefined ) {
 | 
			
		||||
 | 
			
		||||
				normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = normals.count; i < l; i ++, nbNormals ++ ) {
 | 
			
		||||
 | 
			
		||||
					normal.fromBufferAttribute( normals, i );
 | 
			
		||||
 | 
			
		||||
					// transform the normal to world space
 | 
			
		||||
					normal.applyMatrix3( normalMatrixWorld ).normalize();
 | 
			
		||||
 | 
			
		||||
					// transform the normal to export format
 | 
			
		||||
					output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// faces
 | 
			
		||||
 | 
			
		||||
			if ( indices !== null ) {
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = indices.count; i < l; i += 3 ) {
 | 
			
		||||
 | 
			
		||||
					for ( let m = 0; m < 3; m ++ ) {
 | 
			
		||||
 | 
			
		||||
						const j = indices.getX( i + m ) + 1;
 | 
			
		||||
 | 
			
		||||
						face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' );
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					// transform the face to export format
 | 
			
		||||
					output += 'f ' + face.join( ' ' ) + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			} else {
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = vertices.count; i < l; i += 3 ) {
 | 
			
		||||
 | 
			
		||||
					for ( let m = 0; m < 3; m ++ ) {
 | 
			
		||||
 | 
			
		||||
						const j = i + m + 1;
 | 
			
		||||
 | 
			
		||||
						face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' );
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					// transform the face to export format
 | 
			
		||||
					output += 'f ' + face.join( ' ' ) + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// update index
 | 
			
		||||
			indexVertex += nbVertex;
 | 
			
		||||
			indexVertexUvs += nbVertexUvs;
 | 
			
		||||
			indexNormals += nbNormals;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		function parseLine( line ) {
 | 
			
		||||
 | 
			
		||||
			let nbVertex = 0;
 | 
			
		||||
 | 
			
		||||
			const geometry = line.geometry;
 | 
			
		||||
			const type = line.type;
 | 
			
		||||
 | 
			
		||||
			// shortcuts
 | 
			
		||||
			const vertices = geometry.getAttribute( 'position' );
 | 
			
		||||
 | 
			
		||||
			// name of the line object
 | 
			
		||||
			output += 'o ' + line.name + '\n';
 | 
			
		||||
 | 
			
		||||
			if ( vertices !== undefined ) {
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
 | 
			
		||||
 | 
			
		||||
					vertex.fromBufferAttribute( vertices, i );
 | 
			
		||||
 | 
			
		||||
					// transform the vertex to world space
 | 
			
		||||
					vertex.applyMatrix4( line.matrixWorld );
 | 
			
		||||
 | 
			
		||||
					// transform the vertex to export format
 | 
			
		||||
					output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if ( type === 'Line' ) {
 | 
			
		||||
 | 
			
		||||
				output += 'l ';
 | 
			
		||||
 | 
			
		||||
				for ( let j = 1, l = vertices.count; j <= l; j ++ ) {
 | 
			
		||||
 | 
			
		||||
					output += ( indexVertex + j ) + ' ';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				output += '\n';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if ( type === 'LineSegments' ) {
 | 
			
		||||
 | 
			
		||||
				for ( let j = 1, k = j + 1, l = vertices.count; j < l; j += 2, k = j + 1 ) {
 | 
			
		||||
 | 
			
		||||
					output += 'l ' + ( indexVertex + j ) + ' ' + ( indexVertex + k ) + '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// update index
 | 
			
		||||
			indexVertex += nbVertex;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		function parsePoints( points ) {
 | 
			
		||||
 | 
			
		||||
			let nbVertex = 0;
 | 
			
		||||
 | 
			
		||||
			const geometry = points.geometry;
 | 
			
		||||
 | 
			
		||||
			const vertices = geometry.getAttribute( 'position' );
 | 
			
		||||
			const colors = geometry.getAttribute( 'color' );
 | 
			
		||||
 | 
			
		||||
			output += 'o ' + points.name + '\n';
 | 
			
		||||
 | 
			
		||||
			if ( vertices !== undefined ) {
 | 
			
		||||
 | 
			
		||||
				for ( let i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
 | 
			
		||||
 | 
			
		||||
					vertex.fromBufferAttribute( vertices, i );
 | 
			
		||||
					vertex.applyMatrix4( points.matrixWorld );
 | 
			
		||||
 | 
			
		||||
					output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z;
 | 
			
		||||
 | 
			
		||||
					if ( colors !== undefined ) {
 | 
			
		||||
 | 
			
		||||
						color.fromBufferAttribute( colors, i ).convertLinearToSRGB();
 | 
			
		||||
 | 
			
		||||
						output += ' ' + color.r + ' ' + color.g + ' ' + color.b;
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					output += '\n';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				output += 'p ';
 | 
			
		||||
 | 
			
		||||
				for ( let j = 1, l = vertices.count; j <= l; j ++ ) {
 | 
			
		||||
 | 
			
		||||
					output += ( indexVertex + j ) + ' ';
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				output += '\n';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// update index
 | 
			
		||||
			indexVertex += nbVertex;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		object.traverse( function ( child ) {
 | 
			
		||||
 | 
			
		||||
			if ( child.isMesh === true ) {
 | 
			
		||||
 | 
			
		||||
				parseMesh( child );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if ( child.isLine === true ) {
 | 
			
		||||
 | 
			
		||||
				parseLine( child );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if ( child.isPoints === true ) {
 | 
			
		||||
 | 
			
		||||
				parsePoints( child );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		} );
 | 
			
		||||
 | 
			
		||||
		return output;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { OBJExporter };
 | 
			
		||||
							
								
								
									
										528
									
								
								dist/electron/static/sdk/three/jsm/exporters/PLYExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										528
									
								
								dist/electron/static/sdk/three/jsm/exporters/PLYExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,528 @@
 | 
			
		||||
import {
 | 
			
		||||
	Matrix3,
 | 
			
		||||
	Vector3,
 | 
			
		||||
	Color
 | 
			
		||||
} from 'three';
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * https://github.com/gkjohnson/ply-exporter-js
 | 
			
		||||
 *
 | 
			
		||||
 * Usage:
 | 
			
		||||
 *  const exporter = new PLYExporter();
 | 
			
		||||
 *
 | 
			
		||||
 *  // second argument is a list of options
 | 
			
		||||
 *  exporter.parse(mesh, data => console.log(data), { binary: true, excludeAttributes: [ 'color' ], littleEndian: true });
 | 
			
		||||
 *
 | 
			
		||||
 * Format Definition:
 | 
			
		||||
 * http://paulbourke.net/dataformats/ply/
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
class PLYExporter {
 | 
			
		||||
 | 
			
		||||
	parse( object, onDone, options = {} ) {
 | 
			
		||||
 | 
			
		||||
		// 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
 | 
			
		||||
		};
 | 
			
		||||
 | 
			
		||||
		options = Object.assign( defaultOptions, options );
 | 
			
		||||
 | 
			
		||||
		const excludeAttributes = options.excludeAttributes;
 | 
			
		||||
		let includeIndices = true;
 | 
			
		||||
		let includeNormals = false;
 | 
			
		||||
		let includeColors = false;
 | 
			
		||||
		let includeUVs = false;
 | 
			
		||||
 | 
			
		||||
		// 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;
 | 
			
		||||
 | 
			
		||||
				if ( normals !== undefined ) includeNormals = true;
 | 
			
		||||
 | 
			
		||||
				if ( uvs !== undefined ) includeUVs = true;
 | 
			
		||||
 | 
			
		||||
				if ( colors !== undefined ) includeColors = true;
 | 
			
		||||
 | 
			
		||||
			} 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;
 | 
			
		||||
 | 
			
		||||
				if ( normals !== undefined ) includeNormals = true;
 | 
			
		||||
 | 
			
		||||
				if ( colors !== undefined ) includeColors = true;
 | 
			
		||||
 | 
			
		||||
				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 divisble 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 float x\n' +
 | 
			
		||||
			'property float y\n' +
 | 
			
		||||
			'property float z\n';
 | 
			
		||||
 | 
			
		||||
		if ( includeNormals === true ) {
 | 
			
		||||
 | 
			
		||||
			// normal
 | 
			
		||||
			header +=
 | 
			
		||||
				'property float nx\n' +
 | 
			
		||||
				'property float ny\n' +
 | 
			
		||||
				'property float nz\n';
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( includeUVs === true ) {
 | 
			
		||||
 | 
			
		||||
			// uvs
 | 
			
		||||
			header +=
 | 
			
		||||
				'property float s\n' +
 | 
			
		||||
				'property float t\n';
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( includeColors === true ) {
 | 
			
		||||
 | 
			
		||||
			// colors
 | 
			
		||||
			header +=
 | 
			
		||||
				'property uchar red\n' +
 | 
			
		||||
				'property uchar green\n' +
 | 
			
		||||
				'property uchar blue\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 );
 | 
			
		||||
 | 
			
		||||
			// 3 position values at 4 bytes
 | 
			
		||||
			// 3 normal values at 4 bytes
 | 
			
		||||
			// 3 color channels with 1 byte
 | 
			
		||||
			// 2 uv values at 4 bytes
 | 
			
		||||
			const vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
 | 
			
		||||
 | 
			
		||||
			// 1 byte shape desciptor
 | 
			
		||||
			// 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
 | 
			
		||||
					output.setFloat32( vOffset, vertex.x, options.littleEndian );
 | 
			
		||||
					vOffset += 4;
 | 
			
		||||
 | 
			
		||||
					output.setFloat32( vOffset, vertex.y, options.littleEndian );
 | 
			
		||||
					vOffset += 4;
 | 
			
		||||
 | 
			
		||||
					output.setFloat32( vOffset, vertex.z, options.littleEndian );
 | 
			
		||||
					vOffset += 4;
 | 
			
		||||
 | 
			
		||||
					// Normal information
 | 
			
		||||
					if ( includeNormals === true ) {
 | 
			
		||||
 | 
			
		||||
						if ( normals != null ) {
 | 
			
		||||
 | 
			
		||||
							vertex.fromBufferAttribute( normals, i );
 | 
			
		||||
 | 
			
		||||
							vertex.applyMatrix3( normalMatrixWorld ).normalize();
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, vertex.x, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, vertex.y, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, vertex.z, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
						} else {
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, 0, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, 0, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, 0, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					// UV information
 | 
			
		||||
					if ( includeUVs === true ) {
 | 
			
		||||
 | 
			
		||||
						if ( uvs != null ) {
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, uvs.getX( i ), options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, uvs.getY( i ), options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
						} else {
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, 0, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
							output.setFloat32( vOffset, 0, options.littleEndian );
 | 
			
		||||
							vOffset += 4;
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					// Color information
 | 
			
		||||
					if ( includeColors === true ) {
 | 
			
		||||
 | 
			
		||||
						if ( colors != null ) {
 | 
			
		||||
 | 
			
		||||
							tempColor
 | 
			
		||||
								.fromBufferAttribute( colors, i )
 | 
			
		||||
								.convertLinearToSRGB();
 | 
			
		||||
 | 
			
		||||
							output.setUint8( vOffset, Math.floor( tempColor.r * 255 ) );
 | 
			
		||||
							vOffset += 1;
 | 
			
		||||
 | 
			
		||||
							output.setUint8( vOffset, Math.floor( tempColor.g * 255 ) );
 | 
			
		||||
							vOffset += 1;
 | 
			
		||||
 | 
			
		||||
							output.setUint8( vOffset, Math.floor( tempColor.b * 255 ) );
 | 
			
		||||
							vOffset += 1;
 | 
			
		||||
 | 
			
		||||
						} else {
 | 
			
		||||
 | 
			
		||||
							output.setUint8( vOffset, 255 );
 | 
			
		||||
							vOffset += 1;
 | 
			
		||||
 | 
			
		||||
							output.setUint8( vOffset, 255 );
 | 
			
		||||
							vOffset += 1;
 | 
			
		||||
 | 
			
		||||
							output.setUint8( vOffset, 255 );
 | 
			
		||||
							vOffset += 1;
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				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 = '';
 | 
			
		||||
 | 
			
		||||
			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 =
 | 
			
		||||
						vertex.x + ' ' +
 | 
			
		||||
						vertex.y + ' ' +
 | 
			
		||||
						vertex.z;
 | 
			
		||||
 | 
			
		||||
					// Normal information
 | 
			
		||||
					if ( includeNormals === true ) {
 | 
			
		||||
 | 
			
		||||
						if ( normals != null ) {
 | 
			
		||||
 | 
			
		||||
							vertex.fromBufferAttribute( normals, i );
 | 
			
		||||
 | 
			
		||||
							vertex.applyMatrix3( normalMatrixWorld ).normalize();
 | 
			
		||||
 | 
			
		||||
							line += ' ' +
 | 
			
		||||
								vertex.x + ' ' +
 | 
			
		||||
								vertex.y + ' ' +
 | 
			
		||||
								vertex.z;
 | 
			
		||||
 | 
			
		||||
						} else {
 | 
			
		||||
 | 
			
		||||
							line += ' 0 0 0';
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					// UV information
 | 
			
		||||
					if ( includeUVs === true ) {
 | 
			
		||||
 | 
			
		||||
						if ( uvs != null ) {
 | 
			
		||||
 | 
			
		||||
							line += ' ' +
 | 
			
		||||
								uvs.getX( i ) + ' ' +
 | 
			
		||||
								uvs.getY( i );
 | 
			
		||||
 | 
			
		||||
						} else {
 | 
			
		||||
 | 
			
		||||
							line += ' 0 0';
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					// Color information
 | 
			
		||||
					if ( includeColors === true ) {
 | 
			
		||||
 | 
			
		||||
						if ( colors != null ) {
 | 
			
		||||
 | 
			
		||||
							tempColor
 | 
			
		||||
								.fromBufferAttribute( colors, i )
 | 
			
		||||
								.convertLinearToSRGB();
 | 
			
		||||
 | 
			
		||||
							line += ' ' +
 | 
			
		||||
								Math.floor( tempColor.r * 255 ) + ' ' +
 | 
			
		||||
								Math.floor( tempColor.g * 255 ) + ' ' +
 | 
			
		||||
								Math.floor( tempColor.b * 255 );
 | 
			
		||||
 | 
			
		||||
						} else {
 | 
			
		||||
 | 
			
		||||
							line += ' 255 255 255';
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					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;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { PLYExporter };
 | 
			
		||||
							
								
								
									
										199
									
								
								dist/electron/static/sdk/three/jsm/exporters/STLExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										199
									
								
								dist/electron/static/sdk/three/jsm/exporters/STLExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,199 @@
 | 
			
		||||
import { Vector3 } from 'three';
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Usage:
 | 
			
		||||
 *  const exporter = new STLExporter();
 | 
			
		||||
 *
 | 
			
		||||
 *  // second argument is a list of options
 | 
			
		||||
 *  const data = exporter.parse( mesh, { binary: true } );
 | 
			
		||||
 *
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
class STLExporter {
 | 
			
		||||
 | 
			
		||||
	parse( scene, options = {} ) {
 | 
			
		||||
 | 
			
		||||
		options = Object.assign( {
 | 
			
		||||
			binary: false
 | 
			
		||||
		}, options );
 | 
			
		||||
 | 
			
		||||
		const binary = options.binary;
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		const objects = [];
 | 
			
		||||
		let triangles = 0;
 | 
			
		||||
 | 
			
		||||
		scene.traverse( function ( object ) {
 | 
			
		||||
 | 
			
		||||
			if ( object.isMesh ) {
 | 
			
		||||
 | 
			
		||||
				const geometry = object.geometry;
 | 
			
		||||
 | 
			
		||||
				const index = geometry.index;
 | 
			
		||||
				const positionAttribute = geometry.getAttribute( 'position' );
 | 
			
		||||
 | 
			
		||||
				triangles += ( index !== null ) ? ( index.count / 3 ) : ( positionAttribute.count / 3 );
 | 
			
		||||
 | 
			
		||||
				objects.push( {
 | 
			
		||||
					object3d: object,
 | 
			
		||||
					geometry: geometry
 | 
			
		||||
				} );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		} );
 | 
			
		||||
 | 
			
		||||
		let output;
 | 
			
		||||
		let offset = 80; // skip header
 | 
			
		||||
 | 
			
		||||
		if ( binary === true ) {
 | 
			
		||||
 | 
			
		||||
			const bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
 | 
			
		||||
			const arrayBuffer = new ArrayBuffer( bufferLength );
 | 
			
		||||
			output = new DataView( arrayBuffer );
 | 
			
		||||
			output.setUint32( offset, triangles, true ); offset += 4;
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			output = '';
 | 
			
		||||
			output += 'solid exported\n';
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const vA = new Vector3();
 | 
			
		||||
		const vB = new Vector3();
 | 
			
		||||
		const vC = new Vector3();
 | 
			
		||||
		const cb = new Vector3();
 | 
			
		||||
		const ab = new Vector3();
 | 
			
		||||
		const normal = new Vector3();
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0, il = objects.length; i < il; i ++ ) {
 | 
			
		||||
 | 
			
		||||
			const object = objects[ i ].object3d;
 | 
			
		||||
			const geometry = objects[ i ].geometry;
 | 
			
		||||
 | 
			
		||||
			const index = geometry.index;
 | 
			
		||||
			const positionAttribute = geometry.getAttribute( 'position' );
 | 
			
		||||
 | 
			
		||||
			if ( index !== null ) {
 | 
			
		||||
 | 
			
		||||
				// indexed geometry
 | 
			
		||||
 | 
			
		||||
				for ( let j = 0; j < index.count; j += 3 ) {
 | 
			
		||||
 | 
			
		||||
					const a = index.getX( j + 0 );
 | 
			
		||||
					const b = index.getX( j + 1 );
 | 
			
		||||
					const c = index.getX( j + 2 );
 | 
			
		||||
 | 
			
		||||
					writeFace( a, b, c, positionAttribute, object );
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			} else {
 | 
			
		||||
 | 
			
		||||
				// non-indexed geometry
 | 
			
		||||
 | 
			
		||||
				for ( let j = 0; j < positionAttribute.count; j += 3 ) {
 | 
			
		||||
 | 
			
		||||
					const a = j + 0;
 | 
			
		||||
					const b = j + 1;
 | 
			
		||||
					const c = j + 2;
 | 
			
		||||
 | 
			
		||||
					writeFace( a, b, c, positionAttribute, object );
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( binary === false ) {
 | 
			
		||||
 | 
			
		||||
			output += 'endsolid exported\n';
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return output;
 | 
			
		||||
 | 
			
		||||
		function writeFace( a, b, c, positionAttribute, object ) {
 | 
			
		||||
 | 
			
		||||
			vA.fromBufferAttribute( positionAttribute, a );
 | 
			
		||||
			vB.fromBufferAttribute( positionAttribute, b );
 | 
			
		||||
			vC.fromBufferAttribute( positionAttribute, c );
 | 
			
		||||
 | 
			
		||||
			if ( object.isSkinnedMesh === true ) {
 | 
			
		||||
 | 
			
		||||
				object.applyBoneTransform( a, vA );
 | 
			
		||||
				object.applyBoneTransform( b, vB );
 | 
			
		||||
				object.applyBoneTransform( c, vC );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			vA.applyMatrix4( object.matrixWorld );
 | 
			
		||||
			vB.applyMatrix4( object.matrixWorld );
 | 
			
		||||
			vC.applyMatrix4( object.matrixWorld );
 | 
			
		||||
 | 
			
		||||
			writeNormal( vA, vB, vC );
 | 
			
		||||
 | 
			
		||||
			writeVertex( vA );
 | 
			
		||||
			writeVertex( vB );
 | 
			
		||||
			writeVertex( vC );
 | 
			
		||||
 | 
			
		||||
			if ( binary === true ) {
 | 
			
		||||
 | 
			
		||||
				output.setUint16( offset, 0, true ); offset += 2;
 | 
			
		||||
 | 
			
		||||
			} else {
 | 
			
		||||
 | 
			
		||||
				output += '\t\tendloop\n';
 | 
			
		||||
				output += '\tendfacet\n';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		function writeNormal( vA, vB, vC ) {
 | 
			
		||||
 | 
			
		||||
			cb.subVectors( vC, vB );
 | 
			
		||||
			ab.subVectors( vA, vB );
 | 
			
		||||
			cb.cross( ab ).normalize();
 | 
			
		||||
 | 
			
		||||
			normal.copy( cb ).normalize();
 | 
			
		||||
 | 
			
		||||
			if ( binary === true ) {
 | 
			
		||||
 | 
			
		||||
				output.setFloat32( offset, normal.x, true ); offset += 4;
 | 
			
		||||
				output.setFloat32( offset, normal.y, true ); offset += 4;
 | 
			
		||||
				output.setFloat32( offset, normal.z, true ); offset += 4;
 | 
			
		||||
 | 
			
		||||
			} else {
 | 
			
		||||
 | 
			
		||||
				output += '\tfacet normal ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
 | 
			
		||||
				output += '\t\touter loop\n';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		function writeVertex( vertex ) {
 | 
			
		||||
 | 
			
		||||
			if ( binary === true ) {
 | 
			
		||||
 | 
			
		||||
				output.setFloat32( offset, vertex.x, true ); offset += 4;
 | 
			
		||||
				output.setFloat32( offset, vertex.y, true ); offset += 4;
 | 
			
		||||
				output.setFloat32( offset, vertex.z, true ); offset += 4;
 | 
			
		||||
 | 
			
		||||
			} else {
 | 
			
		||||
 | 
			
		||||
				output += '\t\t\tvertex ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { STLExporter };
 | 
			
		||||
							
								
								
									
										741
									
								
								dist/electron/static/sdk/three/jsm/exporters/USDZExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										741
									
								
								dist/electron/static/sdk/three/jsm/exporters/USDZExporter.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,741 @@
 | 
			
		||||
import {
 | 
			
		||||
	NoColorSpace,
 | 
			
		||||
	DoubleSide,
 | 
			
		||||
} from 'three';
 | 
			
		||||
 | 
			
		||||
import {
 | 
			
		||||
	strToU8,
 | 
			
		||||
	zipSync,
 | 
			
		||||
} from '../libs/fflate.module.js';
 | 
			
		||||
 | 
			
		||||
import { decompress } from './../utils/TextureUtils.js';
 | 
			
		||||
 | 
			
		||||
class USDZExporter {
 | 
			
		||||
 | 
			
		||||
	parse( scene, onDone, onError, options ) {
 | 
			
		||||
 | 
			
		||||
		this.parseAsync( scene, options ).then( onDone ).catch( onError );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	async parseAsync( scene, options = {} ) {
 | 
			
		||||
 | 
			
		||||
		options = Object.assign( {
 | 
			
		||||
			ar: {
 | 
			
		||||
				anchoring: { type: 'plane' },
 | 
			
		||||
				planeAnchoring: { alignment: 'horizontal' }
 | 
			
		||||
			},
 | 
			
		||||
			quickLookCompatible: false,
 | 
			
		||||
			maxTextureSize: 1024,
 | 
			
		||||
		}, options );
 | 
			
		||||
 | 
			
		||||
		const files = {};
 | 
			
		||||
		const modelFileName = 'model.usda';
 | 
			
		||||
 | 
			
		||||
		// model file should be first in USDZ archive so we init it here
 | 
			
		||||
		files[ modelFileName ] = null;
 | 
			
		||||
 | 
			
		||||
		let output = buildHeader();
 | 
			
		||||
 | 
			
		||||
		output += buildSceneStart( options );
 | 
			
		||||
 | 
			
		||||
		const materials = {};
 | 
			
		||||
		const textures = {};
 | 
			
		||||
 | 
			
		||||
		scene.traverseVisible( ( object ) => {
 | 
			
		||||
 | 
			
		||||
			if ( object.isMesh ) {
 | 
			
		||||
 | 
			
		||||
				const geometry = object.geometry;
 | 
			
		||||
				const material = object.material;
 | 
			
		||||
 | 
			
		||||
				if ( material.isMeshStandardMaterial ) {
 | 
			
		||||
 | 
			
		||||
					const geometryFileName = 'geometries/Geometry_' + geometry.id + '.usda';
 | 
			
		||||
 | 
			
		||||
					if ( ! ( geometryFileName in files ) ) {
 | 
			
		||||
 | 
			
		||||
						const meshObject = buildMeshObject( geometry );
 | 
			
		||||
						files[ geometryFileName ] = buildUSDFileAsString( meshObject );
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					if ( ! ( material.uuid in materials ) ) {
 | 
			
		||||
 | 
			
		||||
						materials[ material.uuid ] = material;
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					output += buildXform( object, geometry, material );
 | 
			
		||||
 | 
			
		||||
				} else {
 | 
			
		||||
 | 
			
		||||
					console.warn( 'THREE.USDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', object );
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			} else if ( object.isCamera ) {
 | 
			
		||||
 | 
			
		||||
				output += buildCamera( object );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		} );
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		output += buildSceneEnd();
 | 
			
		||||
 | 
			
		||||
		output += buildMaterials( materials, textures, options.quickLookCompatible );
 | 
			
		||||
 | 
			
		||||
		files[ modelFileName ] = strToU8( output );
 | 
			
		||||
		output = null;
 | 
			
		||||
 | 
			
		||||
		for ( const id in textures ) {
 | 
			
		||||
 | 
			
		||||
			let texture = textures[ id ];
 | 
			
		||||
 | 
			
		||||
			if ( texture.isCompressedTexture === true ) {
 | 
			
		||||
 | 
			
		||||
				texture = decompress( texture );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			const canvas = imageToCanvas( texture.image, texture.flipY, options.maxTextureSize );
 | 
			
		||||
			const blob = await new Promise( resolve => canvas.toBlob( resolve, 'image/png', 1 ) );
 | 
			
		||||
 | 
			
		||||
			files[ `textures/Texture_${ id }.png` ] = new Uint8Array( await blob.arrayBuffer() );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// 64 byte alignment
 | 
			
		||||
		// https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
 | 
			
		||||
 | 
			
		||||
		let offset = 0;
 | 
			
		||||
 | 
			
		||||
		for ( const filename in files ) {
 | 
			
		||||
 | 
			
		||||
			const file = files[ filename ];
 | 
			
		||||
			const headerSize = 34 + filename.length;
 | 
			
		||||
 | 
			
		||||
			offset += headerSize;
 | 
			
		||||
 | 
			
		||||
			const offsetMod64 = offset & 63;
 | 
			
		||||
 | 
			
		||||
			if ( offsetMod64 !== 4 ) {
 | 
			
		||||
 | 
			
		||||
				const padLength = 64 - offsetMod64;
 | 
			
		||||
				const padding = new Uint8Array( padLength );
 | 
			
		||||
 | 
			
		||||
				files[ filename ] = [ file, { extra: { 12345: padding } } ];
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			offset = file.length;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return zipSync( files, { level: 0 } );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function imageToCanvas( image, flipY, maxTextureSize ) {
 | 
			
		||||
 | 
			
		||||
	if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
 | 
			
		||||
		( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
 | 
			
		||||
		( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||
 | 
			
		||||
		( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
 | 
			
		||||
 | 
			
		||||
		const scale = maxTextureSize / Math.max( image.width, image.height );
 | 
			
		||||
 | 
			
		||||
		const canvas = document.createElement( 'canvas' );
 | 
			
		||||
		canvas.width = image.width * Math.min( 1, scale );
 | 
			
		||||
		canvas.height = image.height * Math.min( 1, scale );
 | 
			
		||||
 | 
			
		||||
		const context = canvas.getContext( '2d' );
 | 
			
		||||
 | 
			
		||||
		// TODO: We should be able to do this in the UsdTransform2d?
 | 
			
		||||
 | 
			
		||||
		if ( flipY === true ) {
 | 
			
		||||
 | 
			
		||||
			context.translate( 0, canvas.height );
 | 
			
		||||
			context.scale( 1, - 1 );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		context.drawImage( image, 0, 0, canvas.width, canvas.height );
 | 
			
		||||
 | 
			
		||||
		return canvas;
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		throw new Error( 'THREE.USDZExporter: No valid image data found. Unable to process texture.' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//
 | 
			
		||||
 | 
			
		||||
const PRECISION = 7;
 | 
			
		||||
 | 
			
		||||
function buildHeader() {
 | 
			
		||||
 | 
			
		||||
	return `#usda 1.0
 | 
			
		||||
(
 | 
			
		||||
	customLayerData = {
 | 
			
		||||
		string creator = "Three.js USDZExporter"
 | 
			
		||||
	}
 | 
			
		||||
	defaultPrim = "Root"
 | 
			
		||||
	metersPerUnit = 1
 | 
			
		||||
	upAxis = "Y"
 | 
			
		||||
)
 | 
			
		||||
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildSceneStart( options ) {
 | 
			
		||||
 | 
			
		||||
	return `def Xform "Root"
 | 
			
		||||
{
 | 
			
		||||
	def Scope "Scenes" (
 | 
			
		||||
		kind = "sceneLibrary"
 | 
			
		||||
	)
 | 
			
		||||
	{
 | 
			
		||||
		def Xform "Scene" (
 | 
			
		||||
			customData = {
 | 
			
		||||
				bool preliminary_collidesWithEnvironment = 0
 | 
			
		||||
				string sceneName = "Scene"
 | 
			
		||||
			}
 | 
			
		||||
			sceneName = "Scene"
 | 
			
		||||
		)
 | 
			
		||||
		{
 | 
			
		||||
		token preliminary:anchoring:type = "${options.ar.anchoring.type}"
 | 
			
		||||
		token preliminary:planeAnchoring:alignment = "${options.ar.planeAnchoring.alignment}"
 | 
			
		||||
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildSceneEnd() {
 | 
			
		||||
 | 
			
		||||
	return `
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildUSDFileAsString( dataToInsert ) {
 | 
			
		||||
 | 
			
		||||
	let output = buildHeader();
 | 
			
		||||
	output += dataToInsert;
 | 
			
		||||
	return strToU8( output );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Xform
 | 
			
		||||
 | 
			
		||||
function buildXform( object, geometry, material ) {
 | 
			
		||||
 | 
			
		||||
	const name = 'Object_' + object.id;
 | 
			
		||||
	const transform = buildMatrix( object.matrixWorld );
 | 
			
		||||
 | 
			
		||||
	if ( object.matrixWorld.determinant() < 0 ) {
 | 
			
		||||
 | 
			
		||||
		console.warn( 'THREE.USDZExporter: USDZ does not support negative scales', object );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return `def Xform "${ name }" (
 | 
			
		||||
	prepend references = @./geometries/Geometry_${ geometry.id }.usda@</Geometry>
 | 
			
		||||
	prepend apiSchemas = ["MaterialBindingAPI"]
 | 
			
		||||
)
 | 
			
		||||
{
 | 
			
		||||
	matrix4d xformOp:transform = ${ transform }
 | 
			
		||||
	uniform token[] xformOpOrder = ["xformOp:transform"]
 | 
			
		||||
 | 
			
		||||
	rel material:binding = </Materials/Material_${ material.id }>
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildMatrix( matrix ) {
 | 
			
		||||
 | 
			
		||||
	const array = matrix.elements;
 | 
			
		||||
 | 
			
		||||
	return `( ${ buildMatrixRow( array, 0 ) }, ${ buildMatrixRow( array, 4 ) }, ${ buildMatrixRow( array, 8 ) }, ${ buildMatrixRow( array, 12 ) } )`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildMatrixRow( array, offset ) {
 | 
			
		||||
 | 
			
		||||
	return `(${ array[ offset + 0 ] }, ${ array[ offset + 1 ] }, ${ array[ offset + 2 ] }, ${ array[ offset + 3 ] })`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Mesh
 | 
			
		||||
 | 
			
		||||
function buildMeshObject( geometry ) {
 | 
			
		||||
 | 
			
		||||
	const mesh = buildMesh( geometry );
 | 
			
		||||
	return `
 | 
			
		||||
def "Geometry"
 | 
			
		||||
{
 | 
			
		||||
${mesh}
 | 
			
		||||
}
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildMesh( geometry ) {
 | 
			
		||||
 | 
			
		||||
	const name = 'Geometry';
 | 
			
		||||
	const attributes = geometry.attributes;
 | 
			
		||||
	const count = attributes.position.count;
 | 
			
		||||
 | 
			
		||||
	return `
 | 
			
		||||
	def Mesh "${ name }"
 | 
			
		||||
	{
 | 
			
		||||
		int[] faceVertexCounts = [${ buildMeshVertexCount( geometry ) }]
 | 
			
		||||
		int[] faceVertexIndices = [${ buildMeshVertexIndices( geometry ) }]
 | 
			
		||||
		normal3f[] normals = [${ buildVector3Array( attributes.normal, count )}] (
 | 
			
		||||
			interpolation = "vertex"
 | 
			
		||||
		)
 | 
			
		||||
		point3f[] points = [${ buildVector3Array( attributes.position, count )}]
 | 
			
		||||
${ buildPrimvars( attributes ) }
 | 
			
		||||
		uniform token subdivisionScheme = "none"
 | 
			
		||||
	}
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildMeshVertexCount( geometry ) {
 | 
			
		||||
 | 
			
		||||
	const count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;
 | 
			
		||||
 | 
			
		||||
	return Array( count / 3 ).fill( 3 ).join( ', ' );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildMeshVertexIndices( geometry ) {
 | 
			
		||||
 | 
			
		||||
	const index = geometry.index;
 | 
			
		||||
	const array = [];
 | 
			
		||||
 | 
			
		||||
	if ( index !== null ) {
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0; i < index.count; i ++ ) {
 | 
			
		||||
 | 
			
		||||
			array.push( index.getX( i ) );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		const length = geometry.attributes.position.count;
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0; i < length; i ++ ) {
 | 
			
		||||
 | 
			
		||||
			array.push( i );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return array.join( ', ' );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildVector3Array( attribute, count ) {
 | 
			
		||||
 | 
			
		||||
	if ( attribute === undefined ) {
 | 
			
		||||
 | 
			
		||||
		console.warn( 'USDZExporter: Normals missing.' );
 | 
			
		||||
		return Array( count ).fill( '(0, 0, 0)' ).join( ', ' );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const array = [];
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < attribute.count; i ++ ) {
 | 
			
		||||
 | 
			
		||||
		const x = attribute.getX( i );
 | 
			
		||||
		const y = attribute.getY( i );
 | 
			
		||||
		const z = attribute.getZ( i );
 | 
			
		||||
 | 
			
		||||
		array.push( `(${ x.toPrecision( PRECISION ) }, ${ y.toPrecision( PRECISION ) }, ${ z.toPrecision( PRECISION ) })` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return array.join( ', ' );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildVector2Array( attribute ) {
 | 
			
		||||
 | 
			
		||||
	const array = [];
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < attribute.count; i ++ ) {
 | 
			
		||||
 | 
			
		||||
		const x = attribute.getX( i );
 | 
			
		||||
		const y = attribute.getY( i );
 | 
			
		||||
 | 
			
		||||
		array.push( `(${ x.toPrecision( PRECISION ) }, ${ 1 - y.toPrecision( PRECISION ) })` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return array.join( ', ' );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildPrimvars( attributes ) {
 | 
			
		||||
 | 
			
		||||
	let string = '';
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0; i < 4; i ++ ) {
 | 
			
		||||
 | 
			
		||||
		const id = ( i > 0 ? i : '' );
 | 
			
		||||
		const attribute = attributes[ 'uv' + id ];
 | 
			
		||||
 | 
			
		||||
		if ( attribute !== undefined ) {
 | 
			
		||||
 | 
			
		||||
			string += `
 | 
			
		||||
		texCoord2f[] primvars:st${ id } = [${ buildVector2Array( attribute )}] (
 | 
			
		||||
			interpolation = "vertex"
 | 
			
		||||
		)`;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// vertex colors
 | 
			
		||||
 | 
			
		||||
	const colorAttribute = attributes.color;
 | 
			
		||||
 | 
			
		||||
	if ( colorAttribute !== undefined ) {
 | 
			
		||||
 | 
			
		||||
		const count = colorAttribute.count;
 | 
			
		||||
 | 
			
		||||
		string += `
 | 
			
		||||
	color3f[] primvars:displayColor = [${buildVector3Array( colorAttribute, count )}] (
 | 
			
		||||
		interpolation = "vertex"
 | 
			
		||||
		)`;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return string;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Materials
 | 
			
		||||
 | 
			
		||||
function buildMaterials( materials, textures, quickLookCompatible = false ) {
 | 
			
		||||
 | 
			
		||||
	const array = [];
 | 
			
		||||
 | 
			
		||||
	for ( const uuid in materials ) {
 | 
			
		||||
 | 
			
		||||
		const material = materials[ uuid ];
 | 
			
		||||
 | 
			
		||||
		array.push( buildMaterial( material, textures, quickLookCompatible ) );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return `def "Materials"
 | 
			
		||||
{
 | 
			
		||||
${ array.join( '' ) }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildMaterial( material, textures, quickLookCompatible = false ) {
 | 
			
		||||
 | 
			
		||||
	// https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
 | 
			
		||||
 | 
			
		||||
	const pad = '			';
 | 
			
		||||
	const inputs = [];
 | 
			
		||||
	const samplers = [];
 | 
			
		||||
 | 
			
		||||
	function buildTexture( texture, mapType, color ) {
 | 
			
		||||
 | 
			
		||||
		const id = texture.source.id + '_' + texture.flipY;
 | 
			
		||||
 | 
			
		||||
		textures[ id ] = texture;
 | 
			
		||||
 | 
			
		||||
		const uv = texture.channel > 0 ? 'st' + texture.channel : 'st';
 | 
			
		||||
 | 
			
		||||
		const WRAPPINGS = {
 | 
			
		||||
			1000: 'repeat', // RepeatWrapping
 | 
			
		||||
			1001: 'clamp', // ClampToEdgeWrapping
 | 
			
		||||
			1002: 'mirror' // MirroredRepeatWrapping
 | 
			
		||||
		};
 | 
			
		||||
 | 
			
		||||
		const repeat = texture.repeat.clone();
 | 
			
		||||
		const offset = texture.offset.clone();
 | 
			
		||||
		const rotation = texture.rotation;
 | 
			
		||||
 | 
			
		||||
		// rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot
 | 
			
		||||
		const xRotationOffset = Math.sin( rotation );
 | 
			
		||||
		const yRotationOffset = Math.cos( rotation );
 | 
			
		||||
 | 
			
		||||
		// texture coordinates start in the opposite corner, need to correct
 | 
			
		||||
		offset.y = 1 - offset.y - repeat.y;
 | 
			
		||||
 | 
			
		||||
		// turns out QuickLook is buggy and interprets texture repeat inverted/applies operations in a different order.
 | 
			
		||||
		// Apple Feedback: 	FB10036297 and FB11442287
 | 
			
		||||
		if ( quickLookCompatible ) {
 | 
			
		||||
 | 
			
		||||
			// This is NOT correct yet in QuickLook, but comes close for a range of models.
 | 
			
		||||
			// It becomes more incorrect the bigger the offset is
 | 
			
		||||
 | 
			
		||||
			offset.x = offset.x / repeat.x;
 | 
			
		||||
			offset.y = offset.y / repeat.y;
 | 
			
		||||
 | 
			
		||||
			offset.x += xRotationOffset / repeat.x;
 | 
			
		||||
			offset.y += yRotationOffset - 1;
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			// results match glTF results exactly. verified correct in usdview.
 | 
			
		||||
			offset.x += xRotationOffset * repeat.x;
 | 
			
		||||
			offset.y += ( 1 - yRotationOffset ) * repeat.y;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return `
 | 
			
		||||
		def Shader "PrimvarReader_${ mapType }"
 | 
			
		||||
		{
 | 
			
		||||
			uniform token info:id = "UsdPrimvarReader_float2"
 | 
			
		||||
			float2 inputs:fallback = (0.0, 0.0)
 | 
			
		||||
			token inputs:varname = "${ uv }"
 | 
			
		||||
			float2 outputs:result
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		def Shader "Transform2d_${ mapType }"
 | 
			
		||||
		{
 | 
			
		||||
			uniform token info:id = "UsdTransform2d"
 | 
			
		||||
			token inputs:in.connect = </Materials/Material_${ material.id }/PrimvarReader_${ mapType }.outputs:result>
 | 
			
		||||
			float inputs:rotation = ${ ( rotation * ( 180 / Math.PI ) ).toFixed( PRECISION ) }
 | 
			
		||||
			float2 inputs:scale = ${ buildVector2( repeat ) }
 | 
			
		||||
			float2 inputs:translation = ${ buildVector2( offset ) }
 | 
			
		||||
			float2 outputs:result
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		def Shader "Texture_${ texture.id }_${ mapType }"
 | 
			
		||||
		{
 | 
			
		||||
			uniform token info:id = "UsdUVTexture"
 | 
			
		||||
			asset inputs:file = @textures/Texture_${ id }.png@
 | 
			
		||||
			float2 inputs:st.connect = </Materials/Material_${ material.id }/Transform2d_${ mapType }.outputs:result>
 | 
			
		||||
			${ color !== undefined ? 'float4 inputs:scale = ' + buildColor4( color ) : '' }
 | 
			
		||||
			token inputs:sourceColorSpace = "${ texture.colorSpace === NoColorSpace ? 'raw' : 'sRGB' }"
 | 
			
		||||
			token inputs:wrapS = "${ WRAPPINGS[ texture.wrapS ] }"
 | 
			
		||||
			token inputs:wrapT = "${ WRAPPINGS[ texture.wrapT ] }"
 | 
			
		||||
			float outputs:r
 | 
			
		||||
			float outputs:g
 | 
			
		||||
			float outputs:b
 | 
			
		||||
			float3 outputs:rgb
 | 
			
		||||
			${ material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : '' }
 | 
			
		||||
		}`;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	if ( material.side === DoubleSide ) {
 | 
			
		||||
 | 
			
		||||
		console.warn( 'THREE.USDZExporter: USDZ does not support double sided materials', material );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.map !== null ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }color3f inputs:diffuseColor.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:rgb>` );
 | 
			
		||||
 | 
			
		||||
		if ( material.transparent ) {
 | 
			
		||||
 | 
			
		||||
			inputs.push( `${ pad }float inputs:opacity.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:a>` );
 | 
			
		||||
 | 
			
		||||
		} else if ( material.alphaTest > 0.0 ) {
 | 
			
		||||
 | 
			
		||||
			inputs.push( `${ pad }float inputs:opacity.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:a>` );
 | 
			
		||||
			inputs.push( `${ pad }float inputs:opacityThreshold = ${material.alphaTest}` );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.map, 'diffuse', material.color ) );
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }color3f inputs:diffuseColor = ${ buildColor( material.color ) }` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.emissiveMap !== null ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }color3f inputs:emissiveColor.connect = </Materials/Material_${ material.id }/Texture_${ material.emissiveMap.id }_emissive.outputs:rgb>` );
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.emissiveMap, 'emissive' ) );
 | 
			
		||||
 | 
			
		||||
	} else if ( material.emissive.getHex() > 0 ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }color3f inputs:emissiveColor = ${ buildColor( material.emissive ) }` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.normalMap !== null ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }normal3f inputs:normal.connect = </Materials/Material_${ material.id }/Texture_${ material.normalMap.id }_normal.outputs:rgb>` );
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.normalMap, 'normal' ) );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.aoMap !== null ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }float inputs:occlusion.connect = </Materials/Material_${ material.id }/Texture_${ material.aoMap.id }_occlusion.outputs:r>` );
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.aoMap, 'occlusion' ) );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.roughnessMap !== null && material.roughness === 1 ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }float inputs:roughness.connect = </Materials/Material_${ material.id }/Texture_${ material.roughnessMap.id }_roughness.outputs:g>` );
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.roughnessMap, 'roughness' ) );
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }float inputs:roughness = ${ material.roughness }` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.metalnessMap !== null && material.metalness === 1 ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }float inputs:metallic.connect = </Materials/Material_${ material.id }/Texture_${ material.metalnessMap.id }_metallic.outputs:b>` );
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.metalnessMap, 'metallic' ) );
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }float inputs:metallic = ${ material.metalness }` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.alphaMap !== null ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${pad}float inputs:opacity.connect = </Materials/Material_${material.id}/Texture_${material.alphaMap.id}_opacity.outputs:r>` );
 | 
			
		||||
		inputs.push( `${pad}float inputs:opacityThreshold = 0.0001` );
 | 
			
		||||
 | 
			
		||||
		samplers.push( buildTexture( material.alphaMap, 'opacity' ) );
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${pad}float inputs:opacity = ${material.opacity}` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( material.isMeshPhysicalMaterial ) {
 | 
			
		||||
 | 
			
		||||
		inputs.push( `${ pad }float inputs:clearcoat = ${ material.clearcoat }` );
 | 
			
		||||
		inputs.push( `${ pad }float inputs:clearcoatRoughness = ${ material.clearcoatRoughness }` );
 | 
			
		||||
		inputs.push( `${ pad }float inputs:ior = ${ material.ior }` );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return `
 | 
			
		||||
	def Material "Material_${ material.id }"
 | 
			
		||||
	{
 | 
			
		||||
		def Shader "PreviewSurface"
 | 
			
		||||
		{
 | 
			
		||||
			uniform token info:id = "UsdPreviewSurface"
 | 
			
		||||
${ inputs.join( '\n' ) }
 | 
			
		||||
			int inputs:useSpecularWorkflow = 0
 | 
			
		||||
			token outputs:surface
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		token outputs:surface.connect = </Materials/Material_${ material.id }/PreviewSurface.outputs:surface>
 | 
			
		||||
 | 
			
		||||
${ samplers.join( '\n' ) }
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildColor( color ) {
 | 
			
		||||
 | 
			
		||||
	return `(${ color.r }, ${ color.g }, ${ color.b })`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildColor4( color ) {
 | 
			
		||||
 | 
			
		||||
	return `(${ color.r }, ${ color.g }, ${ color.b }, 1.0)`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function buildVector2( vector ) {
 | 
			
		||||
 | 
			
		||||
	return `(${ vector.x }, ${ vector.y })`;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
function buildCamera( camera ) {
 | 
			
		||||
 | 
			
		||||
	const name = camera.name ? camera.name : 'Camera_' + camera.id;
 | 
			
		||||
 | 
			
		||||
	const transform = buildMatrix( camera.matrixWorld );
 | 
			
		||||
 | 
			
		||||
	if ( camera.matrixWorld.determinant() < 0 ) {
 | 
			
		||||
 | 
			
		||||
		console.warn( 'THREE.USDZExporter: USDZ does not support negative scales', camera );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if ( camera.isOrthographicCamera ) {
 | 
			
		||||
 | 
			
		||||
		return `def Camera "${name}"
 | 
			
		||||
		{
 | 
			
		||||
			matrix4d xformOp:transform = ${ transform }
 | 
			
		||||
			uniform token[] xformOpOrder = ["xformOp:transform"]
 | 
			
		||||
 | 
			
		||||
			float2 clippingRange = (${ camera.near.toPrecision( PRECISION ) }, ${ camera.far.toPrecision( PRECISION ) })
 | 
			
		||||
			float horizontalAperture = ${ ( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION ) }
 | 
			
		||||
			float verticalAperture = ${ ( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION ) }
 | 
			
		||||
			token projection = "orthographic"
 | 
			
		||||
		}
 | 
			
		||||
	
 | 
			
		||||
	`;
 | 
			
		||||
 | 
			
		||||
	} else {
 | 
			
		||||
 | 
			
		||||
		return `def Camera "${name}"
 | 
			
		||||
		{
 | 
			
		||||
			matrix4d xformOp:transform = ${ transform }
 | 
			
		||||
			uniform token[] xformOpOrder = ["xformOp:transform"]
 | 
			
		||||
 | 
			
		||||
			float2 clippingRange = (${ camera.near.toPrecision( PRECISION ) }, ${ camera.far.toPrecision( PRECISION ) })
 | 
			
		||||
			float focalLength = ${ camera.getFocalLength().toPrecision( PRECISION ) }
 | 
			
		||||
			float focusDistance = ${ camera.focus.toPrecision( PRECISION ) }
 | 
			
		||||
			float horizontalAperture = ${ camera.getFilmWidth().toPrecision( PRECISION ) }
 | 
			
		||||
			token projection = "perspective"
 | 
			
		||||
			float verticalAperture = ${ camera.getFilmHeight().toPrecision( PRECISION ) }
 | 
			
		||||
		}
 | 
			
		||||
	
 | 
			
		||||
	`;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { USDZExporter };
 | 
			
		||||
		Reference in New Issue
	
	Block a user