/** * @author Garrett Johnson / http://gkjohnson.github.io/ * https://github.com/gkjohnson/ply-exporter-js * * Usage: * var exporter = new PLYExporter(); * * // second argument is a list of options * exporter.parse(mesh, data => console.log(data), { binary: true, excludeAttributes: [ 'color' ] }); * * Format Definition: * http://paulbourke.net/dataformats/ply/ */ import { BufferGeometry, Matrix3, Vector3 } from "../../../build/three.module.js"; var PLYExporter = function () {}; PLYExporter.prototype = { constructor: PLYExporter, parse: function ( 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 ) { var mesh = child; var geometry = mesh.geometry; if ( geometry.isGeometry === true ) { geometry = geomToBufferGeom.get( geometry ); } if ( geometry.isBufferGeometry === true ) { if ( geometry.getAttribute( 'position' ) !== undefined ) { cb( mesh, geometry ); } } } } ); } // Default options var defaultOptions = { binary: false, excludeAttributes: [] // normal, uv, color, index }; options = Object.assign( defaultOptions, options ); var excludeAttributes = options.excludeAttributes; var geomToBufferGeom = new WeakMap(); var includeNormals = false; var includeColors = false; var includeUVs = false; // count the vertices, check which properties are used, // and cache the BufferGeometry var vertexCount = 0; var faceCount = 0; object.traverse( function ( child ) { if ( child.isMesh === true ) { var mesh = child; var geometry = mesh.geometry; if ( geometry.isGeometry === true ) { var bufferGeometry = geomToBufferGeom.get( geometry ) || new BufferGeometry().setFromObject( mesh ); geomToBufferGeom.set( geometry, bufferGeometry ); geometry = bufferGeometry; } if ( geometry.isBufferGeometry === true ) { var vertices = geometry.getAttribute( 'position' ); var normals = geometry.getAttribute( 'normal' ); var uvs = geometry.getAttribute( 'uv' ); var colors = geometry.getAttribute( 'color' ); var 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; } } } ); var 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; } // get how many bytes will be needed to save out the faces // so we can use a minimal amount of memory / data var indexByteCount = 1; if ( vertexCount > 256 ) { // 2^8 bits indexByteCount = 2; } if ( vertexCount > 65536 ) { // 2^16 bits indexByteCount = 4; } var header = 'ply\n' + `format ${ options.binary ? '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 ${faceCount}\n` + `property list uchar uint${ indexByteCount * 8 } vertex_index\n`; } header += 'end_header\n'; // Generate attribute data var vertex = new Vector3(); var normalMatrixWorld = new Matrix3(); var result = null; if ( options.binary === true ) { // Binary File Generation var 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 var 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 var faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0; var output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) ); new Uint8Array( output.buffer ).set( headerBin, 0 ); var vOffset = headerBin.length; var fOffset = headerBin.length + vertexListLength; var writtenVertices = 0; traverseMeshes( function ( mesh, geometry ) { var vertices = geometry.getAttribute( 'position' ); var normals = geometry.getAttribute( 'normal' ); var uvs = geometry.getAttribute( 'uv' ); var colors = geometry.getAttribute( 'color' ); var indices = geometry.getIndex(); normalMatrixWorld.getNormalMatrix( mesh.matrixWorld ); for ( var 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 ); vOffset += 4; output.setFloat32( vOffset, vertex.y ); vOffset += 4; output.setFloat32( vOffset, vertex.z ); 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 ); vOffset += 4; output.setFloat32( vOffset, vertex.y ); vOffset += 4; output.setFloat32( vOffset, vertex.z ); vOffset += 4; } else { output.setFloat32( vOffset, 0 ); vOffset += 4; output.setFloat32( vOffset, 0 ); vOffset += 4; output.setFloat32( vOffset, 0 ); vOffset += 4; } } // UV information if ( includeUVs === true ) { if ( uvs != null ) { output.setFloat32( vOffset, uvs.getX( i ) ); vOffset += 4; output.setFloat32( vOffset, uvs.getY( i ) ); vOffset += 4; } else if ( includeUVs !== false ) { output.setFloat32( vOffset, 0 ); vOffset += 4; output.setFloat32( vOffset, 0 ); 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 var faceIndexFunc = `setUint${indexByteCount * 8}`; if ( indices !== null ) { for ( var i = 0, l = indices.count; i < l; i += 3 ) { output.setUint8( fOffset, 3 ); fOffset += 1; output[ faceIndexFunc ]( fOffset, indices.getX( i + 0 ) + writtenVertices ); fOffset += indexByteCount; output[ faceIndexFunc ]( fOffset, indices.getX( i + 1 ) + writtenVertices ); fOffset += indexByteCount; output[ faceIndexFunc ]( fOffset, indices.getX( i + 2 ) + writtenVertices ); fOffset += indexByteCount; } } else { for ( var i = 0, l = vertices.count; i < l; i += 3 ) { output.setUint8( fOffset, 3 ); fOffset += 1; output[ faceIndexFunc ]( fOffset, writtenVertices + i ); fOffset += indexByteCount; output[ faceIndexFunc ]( fOffset, writtenVertices + i + 1 ); fOffset += indexByteCount; output[ faceIndexFunc ]( fOffset, writtenVertices + i + 2 ); 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 var writtenVertices = 0; var vertexList = ''; var faceList = ''; traverseMeshes( function ( mesh, geometry ) { var vertices = geometry.getAttribute( 'position' ); var normals = geometry.getAttribute( 'normal' ); var uvs = geometry.getAttribute( 'uv' ); var colors = geometry.getAttribute( 'color' ); var indices = geometry.getIndex(); normalMatrixWorld.getNormalMatrix( mesh.matrixWorld ); // form each line for ( var 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 var 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 ( var 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 ( var 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 }${vertexList}\n${ includeIndices ? `${faceList}\n` : '' }`; } if ( typeof onDone === 'function' ) requestAnimationFrame( () => onDone( result ) ); return result; } }; export { PLYExporter };