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@@ -5,9 +5,8 @@
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* Usage:
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* var exporter = new THREE.PLYExporter();
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*
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- * // second argument is an array of attributes to
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- * // exclude from the format ('color', 'uv', 'normal')
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- * var data = exporter.parse(mesh, [ 'color' ]);
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+ * // second argument is a list of options
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+ * var data = exporter.parse(mesh, { binar: true, excludeAttributes: [ 'color' ] });
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*
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* Format Definition:
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* http://paulbourke.net/dataformats/ply/
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@@ -19,40 +18,75 @@ THREE.PLYExporter.prototype = {
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constructor: THREE.PLYExporter,
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- parse: function ( object, excludeProperties ) {
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+ parse: function ( object, options ) {
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- if ( Array.isArray( excludeProperties ) !== true ) {
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+ // Iterate over the valid meshes in the object
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+ function traverseMeshes( cb ) {
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- excludeProperties = [];
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+ object.traverse( function ( child ) {
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+
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+ if ( child.isMesh === true ) {
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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.isGeometry === true ) {
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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.isBufferGeometry === true ) {
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+
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+ if ( geometry.getAttribute( 'position' ) !== undefined ) {
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+
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+ cb( mesh, geometry );
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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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}
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- var includeNormals = excludeProperties.indexOf( 'normal' ) === - 1;
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- var includeColors = excludeProperties.indexOf( 'color' ) === - 1;
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- var includeUVs = excludeProperties.indexOf( 'uv' ) === - 1;
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+ // Default options
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+ var defaultOptions = {
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+ binary: false,
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+ excludeAttributes: [] // normal, uv, color, index
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+ };
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+
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+ options = Object.assign( defaultOptions, options );
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- // count the number of vertices
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+ var excludeAttributes = options.excludeAttributes;
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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 vertices, check which properties are used,
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+ // and cache the BufferGeometry
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var vertexCount = 0;
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var faceCount = 0;
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- var vertexList = '';
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- var faceList = '';
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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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- if ( child instanceof THREE.Mesh ) {
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+ if ( child.isMesh === true ) {
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var mesh = child;
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var geometry = mesh.geometry;
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- if ( geometry instanceof THREE.Geometry ) {
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+ if ( geometry.isGeometry === true ) {
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- geometry = new THREE.BufferGeometry().setFromObject( mesh );
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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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- if ( geometry instanceof THREE.BufferGeometry ) {
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+ if ( geometry.isBufferGeometry === true ) {
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var vertices = geometry.getAttribute( 'position' );
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var normals = geometry.getAttribute( 'normal' );
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@@ -60,102 +94,279 @@ THREE.PLYExporter.prototype = {
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var colors = geometry.getAttribute( 'color' );
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var indices = geometry.getIndex();
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- normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
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-
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if ( vertices === undefined ) {
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return;
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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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+ 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 !== undefined ) includeNormals = true;
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+
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+ if ( uvs !== undefined ) includeUVs = true;
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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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+ if ( colors !== undefined ) includeColors = true;
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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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- var line =
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- vertex.x + ' ' +
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- vertex.y + ' ' +
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- vertex.z;
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+ } );
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- // Normal information
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- if ( includeNormals === true ) {
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+ includeNormals = includeNormals && excludeAttributes.indexOf( 'normal' ) === - 1;
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+ includeColors = includeColors && excludeAttributes.indexOf( 'color' ) === - 1;
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+ includeUVs = includeUVs && excludeAttributes.indexOf( 'uv' ) === - 1;
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+ includeIndices = includeIndices && excludeAttributes.indexOf( 'index' ) === - 1;
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- if ( normals !== undefined ) {
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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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+ if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
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- vertex.applyMatrix3( normalMatrixWorld );
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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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- line += ' ' +
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- vertex.x + ' ' +
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- vertex.y + ' ' +
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- vertex.z;
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+ 'PLYExporter: Failed to generate a valid PLY file with triangle indices because the ' +
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+ 'number of indices is not divisible by 3.'
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- } else {
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+ );
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- line += ' 0 0 0';
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+ return null;
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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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+ var header =
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+ 'ply\n' +
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+ `format ${ options.binary ? 'binary_big_endian' : 'ascii' } 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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- // UV information
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- if ( includeUVs === true ) {
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+ header += 'end_header\n';
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- if ( uvs !== undefined ) {
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- line += ' ' +
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- uvs.getX( i ) + ' ' +
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- uvs.getY( i );
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+ // Generate attribute data
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+ var vertex = new THREE.Vector3();
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+ var normalMatrixWorld = new THREE.Matrix3();
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+
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+ if ( options.binary === true ) {
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+
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+ // Binary File Generation
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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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+ traverseMeshes( function ( mesh, geometry ) {
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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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+ 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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- } else if ( includeUVs !== false ) {
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- line += ' 0 0';
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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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- // Color information
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- if ( includeColors === true ) {
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+ }
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- if ( colors !== undefined ) {
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+ // UV information
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+ if ( includeUVs === true ) {
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- line += ' ' +
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- Math.floor( colors.getX( i ) ) + ' ' +
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- Math.floor( colors.getY( i ) ) + ' ' +
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- Math.floor( colors.getZ( i ) );
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+ if ( uvs != null ) {
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- } else {
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+ output.setFloat32( vOffset, uvs.getX( i ) );
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+ vOffset += 4;
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- line += ' 255 255 255';
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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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- vertexList += line + '\n';
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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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+ if ( includeIndices === true ) {
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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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- for ( i = 0, l = indices.count; i < l; i += 3 ) {
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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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- faceList += `3 ${ indices.getX( i + 0 ) + vertexCount }`;
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- faceList += ` ${ indices.getX( i + 1 ) + vertexCount }`;
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- faceList += ` ${ indices.getX( i + 2 ) + vertexCount }\n`;
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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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@@ -163,70 +374,164 @@ THREE.PLYExporter.prototype = {
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for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
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- faceList += `3 ${ vertexCount + i } ${ vertexCount + i + 1 } ${ vertexCount + i + 2 }\n`;
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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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|
|
- vertexCount += vertices.count;
|
|
|
- faceCount += indices ? indices.count / 3 : vertices.count / 3;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Save the amount of verts we've already written so we can offset
|
|
|
+ // the face index on the next mesh
|
|
|
+ writtenVertices += vertices.count;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return output;
|
|
|
+
|
|
|
+ } 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 );
|
|
|
+
|
|
|
+ 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 ) {
|
|
|
|
|
|
- var output =
|
|
|
- 'ply\n' +
|
|
|
- 'format ascii 1.0\n' +
|
|
|
- `element vertex ${vertexCount}\n` +
|
|
|
+ for ( var i = 0, l = indices.count; i < l; i += 3 ) {
|
|
|
|
|
|
- // position
|
|
|
- 'property float x\n' +
|
|
|
- 'property float y\n' +
|
|
|
- 'property float z\n';
|
|
|
+ faceList += `3 ${ indices.getX( i + 0 ) + writtenVertices }`;
|
|
|
+ faceList += ` ${ indices.getX( i + 1 ) + writtenVertices }`;
|
|
|
+ faceList += ` ${ indices.getX( i + 2 ) + writtenVertices }\n`;
|
|
|
|
|
|
- if ( includeNormals === true ) {
|
|
|
+ }
|
|
|
|
|
|
- // normal
|
|
|
- output +=
|
|
|
- 'property float nx\n' +
|
|
|
- 'property float ny\n' +
|
|
|
- 'property float nz\n';
|
|
|
+ } else {
|
|
|
|
|
|
- }
|
|
|
+ for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
|
|
|
|
|
|
- if ( includeUVs === true ) {
|
|
|
+ faceList += `3 ${ writtenVertices + i } ${ writtenVertices + i + 1 } ${ writtenVertices + i + 2 }\n`;
|
|
|
|
|
|
- // uvs
|
|
|
- output +=
|
|
|
- 'property float s\n' +
|
|
|
- 'property float t\n';
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- if ( includeColors === true ) {
|
|
|
+ faceCount += indices ? indices.count / 3 : vertices.count / 3;
|
|
|
|
|
|
- // colors
|
|
|
- output +=
|
|
|
- 'property uchar red\n' +
|
|
|
- 'property uchar green\n' +
|
|
|
- 'property uchar blue\n';
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ writtenVertices += vertices.count;
|
|
|
|
|
|
- // faces
|
|
|
- output +=
|
|
|
- `element face ${faceCount}\n` +
|
|
|
- 'property list uchar int vertex_index\n' +
|
|
|
- 'end_header\n' +
|
|
|
+ } );
|
|
|
|
|
|
- `${vertexList}\n` +
|
|
|
- `${faceList}\n`;
|
|
|
+ return `${ header }${vertexList}\n${ includeIndices ? `${faceList}\n` : '' }`;
|
|
|
|
|
|
- return output;
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|