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- 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' );
- vertexCount += vertices.count;
- 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 };
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