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+/**
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+ * @author Garrett Johnson / http://gkjohnson.github.io/
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+ * https://github.com/gkjohnson/ply-exporter-js
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+ *
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+ * Usage:
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+ * var exporter = new THREE.PLYBinaryExporter();
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+ *
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+ * // second argument is an array of attributes to
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+ * // explicitly exclude from the file:
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+ * // 'color', 'uv', 'normal', 'index'
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+ * var data = exporter.parse(mesh, [ 'color' ]);
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+ *
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+ * Format Definition:
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+ * http://paulbourke.net/dataformats/ply/
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+ */
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+
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+THREE.PLYBinaryExporter = function () {};
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+
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+THREE.PLYBinaryExporter.prototype = {
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+
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+ constructor: THREE.PLYBinaryExporter,
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+
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+ parse: function ( object, excludeProperties ) {
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+
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+ if ( Array.isArray( excludeProperties ) !== true ) {
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+
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+ excludeProperties = [];
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+
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+ }
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+
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+ var geomToBufferGeom = new WeakMap();
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+ var includeNormals = false;
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+ var includeColors = false;
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+ var includeUVs = false;
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+ var includeIndices = true;
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+
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+ // count the number of vertices
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+ var vertexCount = 0;
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+ var faceCount = 0;
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+
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+ object.traverse( function ( child ) {
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+
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+ if ( child instanceof THREE.Mesh ) {
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+
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+ var mesh = child;
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+ var geometry = mesh.geometry;
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+
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+ if ( geometry instanceof THREE.Geometry ) {
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+
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+ var bufferGeometry = geomToBufferGeom.get( geometry ) || new THREE.BufferGeometry().setFromObject( mesh );
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+ geomToBufferGeom.set( geometry, bufferGeometry );
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+ geometry = bufferGeometry;
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+
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+ }
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+
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+ if ( geometry instanceof THREE.BufferGeometry ) {
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+
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+ var vertices = geometry.getAttribute( 'position' );
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+ var normals = geometry.getAttribute( 'normal' );
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+ var uvs = geometry.getAttribute( 'uv' );
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+ var colors = geometry.getAttribute( 'color' );
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+ var indices = geometry.getIndex();
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+
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+ if ( vertices == null ) {
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+
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+ return;
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+
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+ }
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+
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+ vertexCount += vertices.count;
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+ faceCount += indices ? indices.count / 3 : vertices.count / 3;
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+
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+ if ( normals != null ) includeNormals = true;
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+
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+ if ( uvs != null ) includeUVs = true;
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+
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+ if ( colors != null ) includeColors = true;
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+
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+ }
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+
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+ }
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+
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+ } );
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+
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+ includeNormals = includeNormals && excludeProperties.indexOf( 'normal' ) === - 1;
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+ includeColors = includeColors && excludeProperties.indexOf( 'color' ) === - 1;
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+ includeUVs = includeUVs && excludeProperties.indexOf( 'uv' ) === - 1;
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+ includeIndices = includeIndices && excludeProperties.indexOf( 'index' ) === - 1;
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+
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+ if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
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+
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+ // point cloud meshes will not have an index array and may not have a
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+ // number of vertices that is divisble by 3 (and therefore representable
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+ // as triangles)
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+ console.error(
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+
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+ 'PLYExporter: Failed to generate a valid PLY file because the ' +
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+ 'number of faces is not divisible by 3. This can be caused by ' +
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+ 'exporting a mix of triangle and non-triangle mesh types.'
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+
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+ );
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+
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+ return null;
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+
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+ }
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+
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+
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+ // get how many bytes will be needed to save out the faces
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+ // so we can use a minimal amount of memory / data
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+ var indexByteCount = 1;
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+
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+ if ( vertexCount > 256 ) { // 2^8 bits
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+
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+ indexByteCount = 2;
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+
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+ }
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+
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+ if ( vertexCount > 65536 ) { // 2^16 bits
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+
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+ indexByteCount = 4;
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+
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+ }
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+
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+
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+ // Form the header
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+ var header =
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+ 'ply\n' +
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+ 'format binary_big_endian 1.0\n' +
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+ `element vertex ${vertexCount}\n` +
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+
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+ // position
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+ 'property float x\n' +
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+ 'property float y\n' +
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+ 'property float z\n';
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+
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+ if ( includeNormals === true ) {
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+
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+ // normal
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+ header +=
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+ 'property float nx\n' +
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+ 'property float ny\n' +
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+ 'property float nz\n';
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+
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+ }
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+
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+ if ( includeUVs === true ) {
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+
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+ // uvs
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+ header +=
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+ 'property float s\n' +
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+ 'property float t\n';
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+
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+ }
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+
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+ if ( includeColors === true ) {
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+
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+ // colors
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+ header +=
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+ 'property uchar red\n' +
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+ 'property uchar green\n' +
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+ 'property uchar blue\n';
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+
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+ }
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+
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+ if ( includeIndices === true ) {
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+
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+ // faces
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+ header +=
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+ `element face ${faceCount}\n` +
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+ `property list uchar uint${ indexByteCount * 8 } vertex_index\n`;
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+
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+ }
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+
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+ header += 'end_header\n';
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+
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+
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+ var headerBin = new TextEncoder().encode( header );
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+
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+ // 3 position values at 4 bytes
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+ // 3 normal values at 4 bytes
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+ // 3 color channels with 1 byte
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+ // 2 uv values at 4 bytes
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+ var vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
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+
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+ // 1 byte shape desciptor
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+ // 3 vertex indices at ${indexByteCount} bytes
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+ var faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0;
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+ var output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) );
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+ new Uint8Array( output.buffer ).set( headerBin, 0 );
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+
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+
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+ var vOffset = headerBin.length;
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+ var fOffset = headerBin.length + vertexListLength;
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+ var writtenVertices = 0;
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+
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+ var vertex = new THREE.Vector3();
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+ var normalMatrixWorld = new THREE.Matrix3();
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+ object.traverse( function ( child ) {
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+
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+ if ( child instanceof THREE.Mesh ) {
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+
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+ var mesh = child;
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+ var geometry = mesh.geometry;
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+
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+ if ( geometry instanceof THREE.Geometry ) {
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+
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+ geometry = geomToBufferGeom.get( geometry );
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+
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+ }
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+
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+ if ( geometry instanceof THREE.BufferGeometry ) {
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+
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+ var vertices = geometry.getAttribute( 'position' );
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+ var normals = geometry.getAttribute( 'normal' );
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+ var uvs = geometry.getAttribute( 'uv' );
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+ var colors = geometry.getAttribute( 'color' );
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+ var indices = geometry.getIndex();
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+
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+ normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
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+
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+ if ( vertices == null ) {
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+
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+ return;
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+
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+ }
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+
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+ // form each line
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+ for ( var i = 0, l = vertices.count; i < l; i ++ ) {
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+
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+ vertex.x = vertices.getX( i );
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+ vertex.y = vertices.getY( i );
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+ vertex.z = vertices.getZ( i );
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+
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+ vertex.applyMatrix4( mesh.matrixWorld );
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+
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+
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+ // Position information
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+ output.setFloat32( vOffset, vertex.x );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, vertex.y );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, vertex.z );
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+ vOffset += 4;
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+
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+ // Normal information
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+ if ( includeNormals === true ) {
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+
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+ if ( normals != null ) {
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+
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+ vertex.x = normals.getX( i );
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+ vertex.y = normals.getY( i );
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+ vertex.z = normals.getZ( i );
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+
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+ vertex.applyMatrix3( normalMatrixWorld );
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+
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+ output.setFloat32( vOffset, vertex.x );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, vertex.y );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, vertex.z );
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+ vOffset += 4;
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+
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+ } else {
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+
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+ output.setFloat32( vOffset, 0 );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, 0 );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, 0 );
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+ vOffset += 4;
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+
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+ }
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+
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+ }
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+
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+ // UV information
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+ if ( includeUVs === true ) {
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+
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+ if ( uvs != null ) {
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+
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+ output.setFloat32( vOffset, uvs.getX( i ) );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, uvs.getY( i ) );
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+ vOffset += 4;
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+
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+ } else if ( includeUVs !== false ) {
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+
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+ output.setFloat32( vOffset, 0 );
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+ vOffset += 4;
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+
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+ output.setFloat32( vOffset, 0 );
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+ vOffset += 4;
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+
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+ }
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+
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+ }
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+
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+ // Color information
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+ if ( includeColors === true ) {
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+
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+ if ( colors != null ) {
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+
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+ output.setUint8( vOffset, Math.floor( colors.getX( i ) * 255 ) );
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+ vOffset += 1;
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+
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+ output.setUint8( vOffset, Math.floor( colors.getY( i ) * 255 ) );
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+ vOffset += 1;
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+
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+ output.setUint8( vOffset, Math.floor( colors.getZ( i ) * 255 ) );
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+ vOffset += 1;
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+
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+ } else {
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+
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+ output.setUint8( vOffset, 255 );
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+ vOffset += 1;
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+
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+ output.setUint8( vOffset, 255 );
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+ vOffset += 1;
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+
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+ output.setUint8( vOffset, 255 );
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+ vOffset += 1;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ if ( includeIndices === true ) {
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+
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+ // Create the face list
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+ var faceIndexFunc = `setUint${indexByteCount * 8}`;
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+ if ( indices !== null ) {
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+
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+ for ( var i = 0, l = indices.count; i < l; i += 3 ) {
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+
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+ output.setUint8( fOffset, 3 );
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+ fOffset += 1;
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+
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+ output[ faceIndexFunc ]( fOffset, indices.getX( i + 0 ) + writtenVertices );
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+ fOffset += indexByteCount;
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+
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+ output[ faceIndexFunc ]( fOffset, indices.getX( i + 1 ) + writtenVertices );
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+ fOffset += indexByteCount;
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+
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+ output[ faceIndexFunc ]( fOffset, indices.getX( i + 2 ) + writtenVertices );
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+ fOffset += indexByteCount;
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+
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+ }
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+
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+ } else {
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+
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+ for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
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+
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+ output.setUint8( fOffset, 3 );
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+ fOffset += 1;
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+
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+ output[ faceIndexFunc ]( fOffset, writtenVertices + i );
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+ fOffset += indexByteCount;
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+
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+ output[ faceIndexFunc ]( fOffset, writtenVertices + i + 1 );
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+ fOffset += indexByteCount;
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+
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+ output[ faceIndexFunc ]( fOffset, writtenVertices + i + 2 );
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+ fOffset += indexByteCount;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+
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+ // Save the amount of verts we've already written so we can offset
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+ // the face index on the next mesh
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+ writtenVertices += vertices.count;
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+
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+ }
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+
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+ }
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+
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+ } );
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+
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+ return output;
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+
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+ }
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+
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+};
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