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							- import {
 
- 	Matrix3,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * 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 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.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;
 
- 	}
 
- }
 
- export { PLYExporter };
 
 
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