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							- ( 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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