📄 DRACOExporter.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 3 |
📊 Variables & Constants | 14 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/exporters/DRACOExporter.js
📦 Imports¶
Name | Source |
---|---|
Color |
three |
ColorManagement |
three |
SRGBColorSpace |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
geometry |
any |
let/var | object.geometry |
✗ |
encoder |
any |
let/var | new dracoEncoder.Encoder() |
✗ |
builder |
any |
let/var | *not shown* |
✗ |
dracoObject |
any |
let/var | *not shown* |
✗ |
faces |
Uint32Array<ArrayBuffer> \| Uint16Arr... |
let/var | new ( vertices.count > 65535 ? Uint32Array : Uint16Array )( vertices.count ) |
✗ |
encodedData |
any |
let/var | new dracoEncoder.DracoInt8Array() |
✗ |
encodeSpeed |
any |
let/var | ( options.encodeSpeed !== undefined ) ? options.encodeSpeed : 5 |
✗ |
decodeSpeed |
any |
let/var | ( options.decodeSpeed !== undefined ) ? options.decodeSpeed : 5 |
✗ |
length |
any |
let/var | *not shown* |
✗ |
outputData |
Int8Array<ArrayBuffer> |
let/var | new Int8Array( new ArrayBuffer( length ) ) |
✗ |
_color |
any |
let/var | new Color() |
✗ |
count |
any |
let/var | attribute.count |
✗ |
itemSize |
any |
let/var | attribute.itemSize |
✗ |
array |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( count * itemSize ) |
✗ |
Functions¶
DRACOExporter.parse(object: any, options: {}): Int8Array<ArrayBufferLike>
¶
JSDoc:
/**
* Parses the given mesh or point cloud and generates the Draco output.
*
* @param {(Mesh|Points)} object - The mesh or point cloud to export.
* @param {DRACOExporter~Options} options - The export options.
* @return {Int8Array} The exported Draco.
*/
Parameters:
object
any
options
{}
Returns: Int8Array<ArrayBufferLike>
Calls:
Object.assign
DracoEncoderModule
geometry.getAttribute
builder.AddFloatAttributeToMesh
geometry.getIndex
builder.AddFacesToMesh
createVertexColorSRGBArray
builder.AddFloatAttribute
encoder.SetSpeedOptions
encoder.SetEncodingMethod
encoder.SetAttributeQuantization
encoder.EncodeMeshToDracoBuffer
encoder.EncodePointCloudToDracoBuffer
dracoEncoder.destroy
encodedData.GetValue
Internal Comments:
//Compress using draco encoder (x2)
//Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression). (x2)
// Sets the desired encoding method for a given geometry.
// Sets the quantization (number of bits used to represent) compression options for a named attribute.
// The attribute values will be quantized in a box defined by the maximum extent of the attribute values.
//Copy encoded data to buffer. (x2)
Code
parse( object, options = {} ) {
options = Object.assign( {
decodeSpeed: 5,
encodeSpeed: 5,
encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,
quantization: [ 16, 8, 8, 8, 8 ],
exportUvs: true,
exportNormals: true,
exportColor: false,
}, options );
if ( DracoEncoderModule === undefined ) {
throw new Error( 'THREE.DRACOExporter: required the draco_encoder to work.' );
}
const geometry = object.geometry;
const dracoEncoder = DracoEncoderModule();
const encoder = new dracoEncoder.Encoder();
let builder;
let dracoObject;
if ( object.isMesh === true ) {
builder = new dracoEncoder.MeshBuilder();
dracoObject = new dracoEncoder.Mesh();
const vertices = geometry.getAttribute( 'position' );
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
const faces = geometry.getIndex();
if ( faces !== null ) {
builder.AddFacesToMesh( dracoObject, faces.count / 3, faces.array );
} else {
const faces = new ( vertices.count > 65535 ? Uint32Array : Uint16Array )( vertices.count );
for ( let i = 0; i < faces.length; i ++ ) {
faces[ i ] = i;
}
builder.AddFacesToMesh( dracoObject, vertices.count, faces );
}
if ( options.exportNormals === true ) {
const normals = geometry.getAttribute( 'normal' );
if ( normals !== undefined ) {
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.NORMAL, normals.count, normals.itemSize, normals.array );
}
}
if ( options.exportUvs === true ) {
const uvs = geometry.getAttribute( 'uv' );
if ( uvs !== undefined ) {
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array );
}
}
if ( options.exportColor === true ) {
const colors = geometry.getAttribute( 'color' );
if ( colors !== undefined ) {
const array = createVertexColorSRGBArray( colors );
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
}
}
} else if ( object.isPoints === true ) {
builder = new dracoEncoder.PointCloudBuilder();
dracoObject = new dracoEncoder.PointCloud();
const vertices = geometry.getAttribute( 'position' );
builder.AddFloatAttribute( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
if ( options.exportColor === true ) {
const colors = geometry.getAttribute( 'color' );
if ( colors !== undefined ) {
const array = createVertexColorSRGBArray( colors );
builder.AddFloatAttribute( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
}
}
} else {
throw new Error( 'DRACOExporter: Unsupported object type.' );
}
//Compress using draco encoder
const encodedData = new dracoEncoder.DracoInt8Array();
//Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).
const encodeSpeed = ( options.encodeSpeed !== undefined ) ? options.encodeSpeed : 5;
const decodeSpeed = ( options.decodeSpeed !== undefined ) ? options.decodeSpeed : 5;
encoder.SetSpeedOptions( encodeSpeed, decodeSpeed );
// Sets the desired encoding method for a given geometry.
if ( options.encoderMethod !== undefined ) {
encoder.SetEncodingMethod( options.encoderMethod );
}
// Sets the quantization (number of bits used to represent) compression options for a named attribute.
// The attribute values will be quantized in a box defined by the maximum extent of the attribute values.
if ( options.quantization !== undefined ) {
for ( let i = 0; i < 5; i ++ ) {
if ( options.quantization[ i ] !== undefined ) {
encoder.SetAttributeQuantization( i, options.quantization[ i ] );
}
}
}
let length;
if ( object.isMesh === true ) {
length = encoder.EncodeMeshToDracoBuffer( dracoObject, encodedData );
} else {
length = encoder.EncodePointCloudToDracoBuffer( dracoObject, true, encodedData );
}
dracoEncoder.destroy( dracoObject );
if ( length === 0 ) {
throw new Error( 'THREE.DRACOExporter: Draco encoding failed.' );
}
//Copy encoded data to buffer.
const outputData = new Int8Array( new ArrayBuffer( length ) );
for ( let i = 0; i < length; i ++ ) {
outputData[ i ] = encodedData.GetValue( i );
}
dracoEncoder.destroy( encodedData );
dracoEncoder.destroy( encoder );
dracoEncoder.destroy( builder );
return outputData;
}
createVertexColorSRGBArray(attribute: any): Float32Array<ArrayBuffer>
¶
Parameters:
attribute
any
Returns: Float32Array<ArrayBuffer>
Calls:
_color.fromBufferAttribute
ColorManagement.workingToColorSpace
attribute.getW
Internal Comments:
// While .drc files do not specify colorspace, the only 'official' tooling (x2)
// is PLY and OBJ converters, which use sRGB. We'll assume sRGB is expected (x2)
// for .drc files, but note that Draco buffers embedded in glTF files will (x2)
// be Linear-sRGB instead. (x2)
Code
function createVertexColorSRGBArray( attribute ) {
// While .drc files do not specify colorspace, the only 'official' tooling
// is PLY and OBJ converters, which use sRGB. We'll assume sRGB is expected
// for .drc files, but note that Draco buffers embedded in glTF files will
// be Linear-sRGB instead.
const _color = new Color();
const count = attribute.count;
const itemSize = attribute.itemSize;
const array = new Float32Array( count * itemSize );
for ( let i = 0, il = count; i < il; i ++ ) {
_color.fromBufferAttribute( attribute, i );
ColorManagement.workingToColorSpace( _color, SRGBColorSpace );
array[ i * itemSize ] = _color.r;
array[ i * itemSize + 1 ] = _color.g;
array[ i * itemSize + 2 ] = _color.b;
if ( itemSize === 4 ) {
array[ i * itemSize + 3 ] = attribute.getW( i );
}
}
return array;
}
Classes¶
DRACOExporter
¶
Class Code
class DRACOExporter {
/**
* Parses the given mesh or point cloud and generates the Draco output.
*
* @param {(Mesh|Points)} object - The mesh or point cloud to export.
* @param {DRACOExporter~Options} options - The export options.
* @return {Int8Array} The exported Draco.
*/
parse( object, options = {} ) {
options = Object.assign( {
decodeSpeed: 5,
encodeSpeed: 5,
encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,
quantization: [ 16, 8, 8, 8, 8 ],
exportUvs: true,
exportNormals: true,
exportColor: false,
}, options );
if ( DracoEncoderModule === undefined ) {
throw new Error( 'THREE.DRACOExporter: required the draco_encoder to work.' );
}
const geometry = object.geometry;
const dracoEncoder = DracoEncoderModule();
const encoder = new dracoEncoder.Encoder();
let builder;
let dracoObject;
if ( object.isMesh === true ) {
builder = new dracoEncoder.MeshBuilder();
dracoObject = new dracoEncoder.Mesh();
const vertices = geometry.getAttribute( 'position' );
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
const faces = geometry.getIndex();
if ( faces !== null ) {
builder.AddFacesToMesh( dracoObject, faces.count / 3, faces.array );
} else {
const faces = new ( vertices.count > 65535 ? Uint32Array : Uint16Array )( vertices.count );
for ( let i = 0; i < faces.length; i ++ ) {
faces[ i ] = i;
}
builder.AddFacesToMesh( dracoObject, vertices.count, faces );
}
if ( options.exportNormals === true ) {
const normals = geometry.getAttribute( 'normal' );
if ( normals !== undefined ) {
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.NORMAL, normals.count, normals.itemSize, normals.array );
}
}
if ( options.exportUvs === true ) {
const uvs = geometry.getAttribute( 'uv' );
if ( uvs !== undefined ) {
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array );
}
}
if ( options.exportColor === true ) {
const colors = geometry.getAttribute( 'color' );
if ( colors !== undefined ) {
const array = createVertexColorSRGBArray( colors );
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
}
}
} else if ( object.isPoints === true ) {
builder = new dracoEncoder.PointCloudBuilder();
dracoObject = new dracoEncoder.PointCloud();
const vertices = geometry.getAttribute( 'position' );
builder.AddFloatAttribute( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
if ( options.exportColor === true ) {
const colors = geometry.getAttribute( 'color' );
if ( colors !== undefined ) {
const array = createVertexColorSRGBArray( colors );
builder.AddFloatAttribute( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
}
}
} else {
throw new Error( 'DRACOExporter: Unsupported object type.' );
}
//Compress using draco encoder
const encodedData = new dracoEncoder.DracoInt8Array();
//Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).
const encodeSpeed = ( options.encodeSpeed !== undefined ) ? options.encodeSpeed : 5;
const decodeSpeed = ( options.decodeSpeed !== undefined ) ? options.decodeSpeed : 5;
encoder.SetSpeedOptions( encodeSpeed, decodeSpeed );
// Sets the desired encoding method for a given geometry.
if ( options.encoderMethod !== undefined ) {
encoder.SetEncodingMethod( options.encoderMethod );
}
// Sets the quantization (number of bits used to represent) compression options for a named attribute.
// The attribute values will be quantized in a box defined by the maximum extent of the attribute values.
if ( options.quantization !== undefined ) {
for ( let i = 0; i < 5; i ++ ) {
if ( options.quantization[ i ] !== undefined ) {
encoder.SetAttributeQuantization( i, options.quantization[ i ] );
}
}
}
let length;
if ( object.isMesh === true ) {
length = encoder.EncodeMeshToDracoBuffer( dracoObject, encodedData );
} else {
length = encoder.EncodePointCloudToDracoBuffer( dracoObject, true, encodedData );
}
dracoEncoder.destroy( dracoObject );
if ( length === 0 ) {
throw new Error( 'THREE.DRACOExporter: Draco encoding failed.' );
}
//Copy encoded data to buffer.
const outputData = new Int8Array( new ArrayBuffer( length ) );
for ( let i = 0; i < length; i ++ ) {
outputData[ i ] = encodedData.GetValue( i );
}
dracoEncoder.destroy( encodedData );
dracoEncoder.destroy( encoder );
dracoEncoder.destroy( builder );
return outputData;
}
}
Methods¶
parse(object: any, options: {}): Int8Array<ArrayBufferLike>
¶
Code
parse( object, options = {} ) {
options = Object.assign( {
decodeSpeed: 5,
encodeSpeed: 5,
encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,
quantization: [ 16, 8, 8, 8, 8 ],
exportUvs: true,
exportNormals: true,
exportColor: false,
}, options );
if ( DracoEncoderModule === undefined ) {
throw new Error( 'THREE.DRACOExporter: required the draco_encoder to work.' );
}
const geometry = object.geometry;
const dracoEncoder = DracoEncoderModule();
const encoder = new dracoEncoder.Encoder();
let builder;
let dracoObject;
if ( object.isMesh === true ) {
builder = new dracoEncoder.MeshBuilder();
dracoObject = new dracoEncoder.Mesh();
const vertices = geometry.getAttribute( 'position' );
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
const faces = geometry.getIndex();
if ( faces !== null ) {
builder.AddFacesToMesh( dracoObject, faces.count / 3, faces.array );
} else {
const faces = new ( vertices.count > 65535 ? Uint32Array : Uint16Array )( vertices.count );
for ( let i = 0; i < faces.length; i ++ ) {
faces[ i ] = i;
}
builder.AddFacesToMesh( dracoObject, vertices.count, faces );
}
if ( options.exportNormals === true ) {
const normals = geometry.getAttribute( 'normal' );
if ( normals !== undefined ) {
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.NORMAL, normals.count, normals.itemSize, normals.array );
}
}
if ( options.exportUvs === true ) {
const uvs = geometry.getAttribute( 'uv' );
if ( uvs !== undefined ) {
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array );
}
}
if ( options.exportColor === true ) {
const colors = geometry.getAttribute( 'color' );
if ( colors !== undefined ) {
const array = createVertexColorSRGBArray( colors );
builder.AddFloatAttributeToMesh( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
}
}
} else if ( object.isPoints === true ) {
builder = new dracoEncoder.PointCloudBuilder();
dracoObject = new dracoEncoder.PointCloud();
const vertices = geometry.getAttribute( 'position' );
builder.AddFloatAttribute( dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array );
if ( options.exportColor === true ) {
const colors = geometry.getAttribute( 'color' );
if ( colors !== undefined ) {
const array = createVertexColorSRGBArray( colors );
builder.AddFloatAttribute( dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, array );
}
}
} else {
throw new Error( 'DRACOExporter: Unsupported object type.' );
}
//Compress using draco encoder
const encodedData = new dracoEncoder.DracoInt8Array();
//Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).
const encodeSpeed = ( options.encodeSpeed !== undefined ) ? options.encodeSpeed : 5;
const decodeSpeed = ( options.decodeSpeed !== undefined ) ? options.decodeSpeed : 5;
encoder.SetSpeedOptions( encodeSpeed, decodeSpeed );
// Sets the desired encoding method for a given geometry.
if ( options.encoderMethod !== undefined ) {
encoder.SetEncodingMethod( options.encoderMethod );
}
// Sets the quantization (number of bits used to represent) compression options for a named attribute.
// The attribute values will be quantized in a box defined by the maximum extent of the attribute values.
if ( options.quantization !== undefined ) {
for ( let i = 0; i < 5; i ++ ) {
if ( options.quantization[ i ] !== undefined ) {
encoder.SetAttributeQuantization( i, options.quantization[ i ] );
}
}
}
let length;
if ( object.isMesh === true ) {
length = encoder.EncodeMeshToDracoBuffer( dracoObject, encodedData );
} else {
length = encoder.EncodePointCloudToDracoBuffer( dracoObject, true, encodedData );
}
dracoEncoder.destroy( dracoObject );
if ( length === 0 ) {
throw new Error( 'THREE.DRACOExporter: Draco encoding failed.' );
}
//Copy encoded data to buffer.
const outputData = new Int8Array( new ArrayBuffer( length ) );
for ( let i = 0; i < length; i ++ ) {
outputData[ i ] = encodedData.GetValue( i );
}
dracoEncoder.destroy( encodedData );
dracoEncoder.destroy( encoder );
dracoEncoder.destroy( builder );
return outputData;
}