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