| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439 | ( function () {	/** * 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 ) {			if ( onDone && typeof onDone === 'object' ) {				console.warn( 'THREE.PLYExporter: The options parameter is now the third argument to the "parse" function. See the documentation for the new API.' );				options = onDone;				onDone = undefined;			} // Iterate over the valid meshes in the object			function traverseMeshes( cb ) {				object.traverse( function ( child ) {					if ( child.isMesh === true ) {						const mesh = child;						const geometry = mesh.geometry;						if ( geometry.isBufferGeometry !== true ) {							throw new Error( 'THREE.PLYExporter: Geometry is not of type THREE.BufferGeometry.' );						}						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 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;					if ( geometry.isBufferGeometry !== true ) {						throw new Error( 'THREE.PLYExporter: Geometry is not of type THREE.BufferGeometry.' );					}					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;				}			} );			const 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 THREE.Vector3();			const normalMatrixWorld = new THREE.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.x = vertices.getX( i );						vertex.y = vertices.getY( i );						vertex.z = vertices.getZ( 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.x = normals.getX( i );								vertex.y = normals.getY( i );								vertex.z = normals.getZ( 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 if ( includeUVs !== false ) {								output.setFloat32( vOffset, 0, options.littleEndian );								vOffset += 4;								output.setFloat32( vOffset, 0, options.littleEndian );								vOffset += 4;							}						} // Color information						if ( includeColors === true ) {							if ( colors != null ) {								output.setUint8( vOffset, Math.floor( colors.getX( i ) * 255 ) );								vOffset += 1;								output.setUint8( vOffset, Math.floor( colors.getY( i ) * 255 ) );								vOffset += 1;								output.setUint8( vOffset, Math.floor( colors.getZ( i ) * 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.x = vertices.getX( i );						vertex.y = vertices.getY( i );						vertex.z = vertices.getZ( i );						vertex.applyMatrix4( mesh.matrixWorld ); // Position information						let line = vertex.x + ' ' + vertex.y + ' ' + vertex.z; // Normal information						if ( includeNormals === true ) {							if ( normals != null ) {								vertex.x = normals.getX( i );								vertex.y = normals.getY( i );								vertex.z = normals.getZ( 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 if ( includeUVs !== false ) {								line += ' 0 0';							}						} // Color information						if ( includeColors === true ) {							if ( colors != null ) {								line += ' ' + Math.floor( colors.getX( i ) * 255 ) + ' ' + Math.floor( colors.getY( i ) * 255 ) + ' ' + Math.floor( colors.getZ( i ) * 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;		}	}	THREE.PLYExporter = PLYExporter;} )();
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