📄 PLYExporter.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 2 |
🧱 Classes | 1 |
📦 Imports | 5 |
📊 Variables & Constants | 30 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/exporters/PLYExporter.js
📦 Imports¶
Name | Source |
---|---|
Matrix3 |
three |
Vector3 |
three |
Color |
three |
ColorManagement |
three |
SRGBColorSpace |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
mesh |
any |
let/var | child |
✗ |
geometry |
any |
let/var | mesh.geometry |
✗ |
defaultOptions |
{ binary: boolean; excludeAttributes:... |
let/var | { binary: false, excludeAttributes: [], // normal, uv, color, index littleEnd... |
✗ |
excludeAttributes |
any |
let/var | options.excludeAttributes |
✗ |
includeIndices |
boolean |
let/var | true |
✗ |
includeNormals |
boolean |
let/var | false |
✗ |
includeColors |
boolean |
let/var | false |
✗ |
includeUVs |
boolean |
let/var | false |
✗ |
vertexCount |
number |
let/var | 0 |
✗ |
faceCount |
number |
let/var | 0 |
✗ |
mesh |
any |
let/var | child |
✗ |
geometry |
any |
let/var | mesh.geometry |
✗ |
mesh |
any |
let/var | child |
✗ |
geometry |
any |
let/var | mesh.geometry |
✗ |
tempColor |
any |
let/var | new Color() |
✗ |
indexByteCount |
4 |
let/var | 4 |
✗ |
header |
string |
let/var | 'ply\n' + format ${ options.binary ? ( options.littleEndian ? 'binary_little...` |
✗ |
vertex |
any |
let/var | new Vector3() |
✗ |
normalMatrixWorld |
any |
let/var | new Matrix3() |
✗ |
result |
any |
let/var | null |
✗ |
vertexListLength |
number |
let/var | vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 ... |
✗ |
faceListLength |
number |
let/var | includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0 |
✗ |
output |
DataView<ArrayBuffer> |
let/var | new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceList... |
✗ |
vOffset |
number |
let/var | headerBin.length |
✗ |
fOffset |
number |
let/var | headerBin.length + vertexListLength |
✗ |
writtenVertices |
number |
let/var | 0 |
✗ |
writtenVertices |
number |
let/var | 0 |
✗ |
vertexList |
string |
let/var | '' |
✗ |
faceList |
string |
let/var | '' |
✗ |
line |
string |
let/var | vertex.x + ' ' + vertex.y + ' ' + vertex.z |
✗ |
Functions¶
PLYExporter.parse(object: Object3D, onDone: any, options: {}): string | ArrayBuffer
¶
JSDoc:
/**
* Parses the given 3D object and generates the PLY output.
*
* If the 3D object is composed of multiple children and geometry, they are merged into a single mesh in the file.
*
* @param {Object3D} object - The 3D object to export.
* @param {PLYExporter~OnDone} onDone - A callback function that is executed when the export has finished.
* @param {PLYExporter~Options} options - The export options.
* @return {?string|ArrayBuffer} The exported PLY.
*/
Parameters:
object
Object3D
onDone
any
options
{}
Returns: string | ArrayBuffer
Calls:
object.traverse
geometry.hasAttribute
cb
Object.assign
geometry.getAttribute
geometry.getIndex
excludeAttributes.indexOf
Math.floor
console.error
new TextEncoder().encode
new Uint8Array( output.buffer ).set
traverseMeshes
normalMatrixWorld.getNormalMatrix
vertex.fromBufferAttribute
vertex.applyMatrix4
output.setFloat32
vertex.applyMatrix3( normalMatrixWorld ).normalize
uvs.getX
uvs.getY
tempColor.fromBufferAttribute
ColorManagement.workingToColorSpace
output.setUint8
output.setUint32
indices.getX
requestAnimationFrame
onDone
Internal Comments:
// reference https://github.com/gkjohnson/ply-exporter-js
// Iterate over the valid meshes in the object
// Default options (x2)
// count the vertices, check which properties are used, (x2)
// and cache the BufferGeometry (x2)
// point cloud meshes will not have an index array and may not have a (x4)
// number of vertices that is divisible by 3 (and therefore representable (x4)
// as triangles) (x4)
// position
// normal (x3)
// uvs (x3)
// colors (x3)
// faces (x3)
// Generate attribute data (x2)
// Binary File Generation (x2)
// 3 position values at 4 bytes (x2)
// 3 normal values at 4 bytes (x2)
// 3 color channels with 1 byte (x2)
// 2 uv values at 4 bytes (x2)
// 1 byte shape descriptor (x2)
// 3 vertex indices at ${indexByteCount} bytes (x2)
// Position information (x6)
// Normal information (x2)
// UV information (x2)
// Color information (x2)
// Create the face list (x2)
// Save the amount of verts we've already written so we can offset (x3)
// the face index on the next mesh (x3)
// Ascii File Generation (x2)
// count the number of vertices (x2)
// form each line
Code
parse( object, onDone, options = {} ) {
// reference https://github.com/gkjohnson/ply-exporter-js
// Iterate over the valid meshes in the object
function traverseMeshes( cb ) {
object.traverse( function ( child ) {
if ( child.isMesh === true || child.isPoints ) {
const mesh = child;
const geometry = mesh.geometry;
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 includeIndices = true;
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;
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;
} else if ( child.isPoints ) {
const mesh = child;
const geometry = mesh.geometry;
const vertices = geometry.getAttribute( 'position' );
const normals = geometry.getAttribute( 'normal' );
const colors = geometry.getAttribute( 'color' );
vertexCount += vertices.count;
if ( normals !== undefined ) includeNormals = true;
if ( colors !== undefined ) includeColors = true;
includeIndices = false;
}
} );
const tempColor = new Color();
includeIndices = 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 divisible 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 descriptor
// 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.fromBufferAttribute( vertices, 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.fromBufferAttribute( normals, 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 {
output.setFloat32( vOffset, 0, options.littleEndian );
vOffset += 4;
output.setFloat32( vOffset, 0, options.littleEndian );
vOffset += 4;
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
tempColor.fromBufferAttribute( colors, i );
ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace );
output.setUint8( vOffset, Math.floor( tempColor.r * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( tempColor.g * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( tempColor.b * 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.fromBufferAttribute( vertices, i );
vertex.applyMatrix4( mesh.matrixWorld );
// Position information
let line =
vertex.x + ' ' +
vertex.y + ' ' +
vertex.z;
// Normal information
if ( includeNormals === true ) {
if ( normals != null ) {
vertex.fromBufferAttribute( normals, 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 {
line += ' 0 0';
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
tempColor.fromBufferAttribute( colors, i );
ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace );
line += ' ' +
Math.floor( tempColor.r * 255 ) + ' ' +
Math.floor( tempColor.g * 255 ) + ' ' +
Math.floor( tempColor.b * 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;
}
traverseMeshes(cb: any): void
¶
Parameters:
cb
any
Returns: void
Calls:
object.traverse
geometry.hasAttribute
cb
Code
Classes¶
PLYExporter
¶
Class Code
class PLYExporter {
/**
* Parses the given 3D object and generates the PLY output.
*
* If the 3D object is composed of multiple children and geometry, they are merged into a single mesh in the file.
*
* @param {Object3D} object - The 3D object to export.
* @param {PLYExporter~OnDone} onDone - A callback function that is executed when the export has finished.
* @param {PLYExporter~Options} options - The export options.
* @return {?string|ArrayBuffer} The exported PLY.
*/
parse( object, onDone, options = {} ) {
// reference https://github.com/gkjohnson/ply-exporter-js
// Iterate over the valid meshes in the object
function traverseMeshes( cb ) {
object.traverse( function ( child ) {
if ( child.isMesh === true || child.isPoints ) {
const mesh = child;
const geometry = mesh.geometry;
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 includeIndices = true;
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;
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;
} else if ( child.isPoints ) {
const mesh = child;
const geometry = mesh.geometry;
const vertices = geometry.getAttribute( 'position' );
const normals = geometry.getAttribute( 'normal' );
const colors = geometry.getAttribute( 'color' );
vertexCount += vertices.count;
if ( normals !== undefined ) includeNormals = true;
if ( colors !== undefined ) includeColors = true;
includeIndices = false;
}
} );
const tempColor = new Color();
includeIndices = 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 divisible 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 descriptor
// 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.fromBufferAttribute( vertices, 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.fromBufferAttribute( normals, 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 {
output.setFloat32( vOffset, 0, options.littleEndian );
vOffset += 4;
output.setFloat32( vOffset, 0, options.littleEndian );
vOffset += 4;
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
tempColor.fromBufferAttribute( colors, i );
ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace );
output.setUint8( vOffset, Math.floor( tempColor.r * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( tempColor.g * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( tempColor.b * 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.fromBufferAttribute( vertices, i );
vertex.applyMatrix4( mesh.matrixWorld );
// Position information
let line =
vertex.x + ' ' +
vertex.y + ' ' +
vertex.z;
// Normal information
if ( includeNormals === true ) {
if ( normals != null ) {
vertex.fromBufferAttribute( normals, 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 {
line += ' 0 0';
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
tempColor.fromBufferAttribute( colors, i );
ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace );
line += ' ' +
Math.floor( tempColor.r * 255 ) + ' ' +
Math.floor( tempColor.g * 255 ) + ' ' +
Math.floor( tempColor.b * 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;
}
}
Methods¶
parse(object: Object3D, onDone: any, options: {}): string | ArrayBuffer
¶
Code
parse( object, onDone, options = {} ) {
// reference https://github.com/gkjohnson/ply-exporter-js
// Iterate over the valid meshes in the object
function traverseMeshes( cb ) {
object.traverse( function ( child ) {
if ( child.isMesh === true || child.isPoints ) {
const mesh = child;
const geometry = mesh.geometry;
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 includeIndices = true;
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;
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;
} else if ( child.isPoints ) {
const mesh = child;
const geometry = mesh.geometry;
const vertices = geometry.getAttribute( 'position' );
const normals = geometry.getAttribute( 'normal' );
const colors = geometry.getAttribute( 'color' );
vertexCount += vertices.count;
if ( normals !== undefined ) includeNormals = true;
if ( colors !== undefined ) includeColors = true;
includeIndices = false;
}
} );
const tempColor = new Color();
includeIndices = 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 divisible 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 descriptor
// 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.fromBufferAttribute( vertices, 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.fromBufferAttribute( normals, 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 {
output.setFloat32( vOffset, 0, options.littleEndian );
vOffset += 4;
output.setFloat32( vOffset, 0, options.littleEndian );
vOffset += 4;
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
tempColor.fromBufferAttribute( colors, i );
ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace );
output.setUint8( vOffset, Math.floor( tempColor.r * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( tempColor.g * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( tempColor.b * 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.fromBufferAttribute( vertices, i );
vertex.applyMatrix4( mesh.matrixWorld );
// Position information
let line =
vertex.x + ' ' +
vertex.y + ' ' +
vertex.z;
// Normal information
if ( includeNormals === true ) {
if ( normals != null ) {
vertex.fromBufferAttribute( normals, 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 {
line += ' 0 0';
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
tempColor.fromBufferAttribute( colors, i );
ColorManagement.workingToColorSpace( tempColor, SRGBColorSpace );
line += ' ' +
Math.floor( tempColor.r * 255 ) + ' ' +
Math.floor( tempColor.g * 255 ) + ' ' +
Math.floor( tempColor.b * 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;
}