USDZExporter.js 9.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387
  1. ( function () {
  2. class USDZExporter {
  3. async parse( scene ) {
  4. let output = buildHeader();
  5. const materials = {};
  6. const textures = {};
  7. scene.traverse( object => {
  8. if ( object.isMesh ) {
  9. const geometry = object.geometry;
  10. const material = object.material;
  11. materials[ material.uuid ] = material;
  12. if ( material.map !== null ) textures[ material.map.uuid ] = material.map;
  13. if ( material.normalMap !== null ) textures[ material.normalMap.uuid ] = material.normalMap;
  14. if ( material.aoMap !== null ) textures[ material.aoMap.uuid ] = material.aoMap;
  15. if ( material.roughnessMap !== null ) textures[ material.roughnessMap.uuid ] = material.roughnessMap;
  16. if ( material.metalnessMap !== null ) textures[ material.metalnessMap.uuid ] = material.metalnessMap;
  17. if ( material.emissiveMap !== null ) textures[ material.emissiveMap.uuid ] = material.emissiveMap;
  18. output += buildXform( object, buildMesh( geometry, material ) );
  19. }
  20. } );
  21. output += buildMaterials( materials );
  22. output += buildTextures( textures );
  23. const files = {
  24. 'model.usda': fflate.strToU8( output )
  25. };
  26. for ( const uuid in textures ) {
  27. const texture = textures[ uuid ];
  28. files[ 'textures/Texture_' + texture.id + '.jpg' ] = await imgToU8( texture.image );
  29. } // 64 byte alignment
  30. // https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
  31. let offset = 0;
  32. for ( const filename in files ) {
  33. const file = files[ filename ];
  34. const headerSize = 34 + filename.length;
  35. offset += headerSize;
  36. const offsetMod64 = offset & 63;
  37. if ( offsetMod64 !== 4 ) {
  38. const padLength = 64 - offsetMod64;
  39. const padding = new Uint8Array( padLength );
  40. files[ filename ] = [ file, {
  41. extra: {
  42. 12345: padding
  43. }
  44. } ];
  45. }
  46. offset = file.length;
  47. }
  48. return fflate.zipSync( files, {
  49. level: 0
  50. } );
  51. }
  52. }
  53. async function imgToU8( image ) {
  54. if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) {
  55. const scale = 1024 / Math.max( image.width, image.height );
  56. const canvas = document.createElement( 'canvas' );
  57. canvas.width = image.width * Math.min( 1, scale );
  58. canvas.height = image.height * Math.min( 1, scale );
  59. const context = canvas.getContext( '2d' );
  60. context.drawImage( image, 0, 0, canvas.width, canvas.height );
  61. const blob = await new Promise( resolve => canvas.toBlob( resolve, 'image/jpeg', 1 ) );
  62. return new Uint8Array( await blob.arrayBuffer() );
  63. }
  64. } //
  65. const PRECISION = 7;
  66. function buildHeader() {
  67. return `#usda 1.0
  68. (
  69. customLayerData = {
  70. string creator = "Three.js USDZExporter"
  71. }
  72. metersPerUnit = 1
  73. upAxis = "Y"
  74. )
  75. `;
  76. } // Xform
  77. function buildXform( object, define ) {
  78. const name = 'Object_' + object.id;
  79. const transform = buildMatrix( object.matrixWorld );
  80. return `def Xform "${name}"
  81. {
  82. matrix4d xformOp:transform = ${transform}
  83. uniform token[] xformOpOrder = ["xformOp:transform"]
  84. ${define}
  85. }
  86. `;
  87. }
  88. function buildMatrix( matrix ) {
  89. const array = matrix.elements;
  90. return `( ${buildMatrixRow( array, 0 )}, ${buildMatrixRow( array, 4 )}, ${buildMatrixRow( array, 8 )}, ${buildMatrixRow( array, 12 )} )`;
  91. }
  92. function buildMatrixRow( array, offset ) {
  93. return `(${array[ offset + 0 ]}, ${array[ offset + 1 ]}, ${array[ offset + 2 ]}, ${array[ offset + 3 ]})`;
  94. } // Mesh
  95. function buildMesh( geometry, material ) {
  96. const name = 'Geometry_' + geometry.id;
  97. const attributes = geometry.attributes;
  98. const count = attributes.position.count;
  99. if ( 'uv2' in attributes ) {
  100. console.warn( 'THREE.USDZExporter: uv2 not supported yet.' );
  101. }
  102. return `def Mesh "${name}"
  103. {
  104. int[] faceVertexCounts = [${buildMeshVertexCount( geometry )}]
  105. int[] faceVertexIndices = [${buildMeshVertexIndices( geometry )}]
  106. rel material:binding = </Materials/Material_${material.id}>
  107. normal3f[] normals = [${buildVector3Array( attributes.normal, count )}] (
  108. interpolation = "vertex"
  109. )
  110. point3f[] points = [${buildVector3Array( attributes.position, count )}]
  111. float2[] primvars:st = [${buildVector2Array( attributes.uv, count )}] (
  112. interpolation = "vertex"
  113. )
  114. uniform token subdivisionScheme = "none"
  115. }
  116. `;
  117. }
  118. function buildMeshVertexCount( geometry ) {
  119. const count = geometry.index !== null ? geometry.index.array.length : geometry.attributes.position.count;
  120. return Array( count / 3 ).fill( 3 ).join( ', ' );
  121. }
  122. function buildMeshVertexIndices( geometry ) {
  123. if ( geometry.index !== null ) {
  124. return geometry.index.array.join( ', ' );
  125. }
  126. const array = [];
  127. const length = geometry.attributes.position.count;
  128. for ( let i = 0; i < length; i ++ ) {
  129. array.push( i );
  130. }
  131. return array.join( ', ' );
  132. }
  133. function buildVector3Array( attribute, count ) {
  134. if ( attribute === undefined ) {
  135. console.warn( 'USDZExporter: Normals missing.' );
  136. return Array( count ).fill( '(0, 0, 0)' ).join( ', ' );
  137. }
  138. const array = [];
  139. const data = attribute.array;
  140. for ( let i = 0; i < data.length; i += 3 ) {
  141. array.push( `(${data[ i + 0 ].toPrecision( PRECISION )}, ${data[ i + 1 ].toPrecision( PRECISION )}, ${data[ i + 2 ].toPrecision( PRECISION )})` );
  142. }
  143. return array.join( ', ' );
  144. }
  145. function buildVector2Array( attribute, count ) {
  146. if ( attribute === undefined ) {
  147. console.warn( 'USDZExporter: UVs missing.' );
  148. return Array( count ).fill( '(0, 0)' ).join( ', ' );
  149. }
  150. const array = [];
  151. const data = attribute.array;
  152. for ( let i = 0; i < data.length; i += 2 ) {
  153. array.push( `(${data[ i + 0 ].toPrecision( PRECISION )}, ${1 - data[ i + 1 ].toPrecision( PRECISION )})` );
  154. }
  155. return array.join( ', ' );
  156. } // Materials
  157. function buildMaterials( materials ) {
  158. const array = [];
  159. for ( const uuid in materials ) {
  160. const material = materials[ uuid ];
  161. array.push( buildMaterial( material ) );
  162. }
  163. return `def "Materials"
  164. {
  165. ${array.join( '' )}
  166. }
  167. `;
  168. }
  169. function buildMaterial( material ) {
  170. // https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
  171. const pad = ' ';
  172. const parameters = [];
  173. if ( material.map !== null ) {
  174. parameters.push( `${pad}color3f inputs:diffuseColor.connect = </Textures/Texture_${material.map.id}.outputs:rgb>` );
  175. } else {
  176. parameters.push( `${pad}color3f inputs:diffuseColor = ${buildColor( material.color )}` );
  177. }
  178. if ( material.emissiveMap !== null ) {
  179. parameters.push( `${pad}color3f inputs:emissiveColor.connect = </Textures/Texture_${material.emissiveMap.id}.outputs:rgb>` );
  180. } else if ( material.emissive.getHex() > 0 ) {
  181. parameters.push( `${pad}color3f inputs:emissiveColor = ${buildColor( material.emissive )}` );
  182. }
  183. if ( material.normalMap !== null ) {
  184. parameters.push( `${pad}normal3f inputs:normal.connect = </Textures/Texture_${material.normalMap.id}.outputs:rgb>` );
  185. }
  186. if ( material.aoMap !== null ) {
  187. parameters.push( `${pad}float inputs:occlusion.connect = </Textures/Texture_${material.aoMap.id}.outputs:r>` );
  188. }
  189. if ( material.roughnessMap !== null ) {
  190. parameters.push( `${pad}float inputs:roughness.connect = </Textures/Texture_${material.roughnessMap.id}.outputs:g>` );
  191. } else {
  192. parameters.push( `${pad}float inputs:roughness = ${material.roughness}` );
  193. }
  194. if ( material.metalnessMap !== null ) {
  195. parameters.push( `${pad}float inputs:metallic.connect = </Textures/Texture_${material.metalnessMap.id}.outputs:b>` );
  196. } else {
  197. parameters.push( `${pad}float inputs:metallic = ${material.metalness}` );
  198. }
  199. parameters.push( `${pad}float inputs:opacity = ${material.opacity}` );
  200. return `
  201. def Material "Material_${material.id}"
  202. {
  203. token outputs:surface.connect = </Materials/Material_${material.id}/PreviewSurface.outputs:surface>
  204. def Shader "PreviewSurface"
  205. {
  206. uniform token info:id = "UsdPreviewSurface"
  207. ${parameters.join( '\n' )}
  208. int inputs:useSpecularWorkflow = 0
  209. token outputs:surface
  210. }
  211. }
  212. `;
  213. }
  214. function buildTextures( textures ) {
  215. const array = [];
  216. for ( const uuid in textures ) {
  217. const texture = textures[ uuid ];
  218. array.push( buildTexture( texture ) );
  219. }
  220. return `def "Textures"
  221. {
  222. ${array.join( '' )}
  223. }
  224. `;
  225. }
  226. function buildTexture( texture ) {
  227. return `
  228. def Shader "Texture_${texture.id}"
  229. {
  230. uniform token info:id = "UsdUVTexture"
  231. asset inputs:file = @textures/Texture_${texture.id}.jpg@
  232. token inputs:wrapS = "repeat"
  233. token inputs:wrapT = "repeat"
  234. float outputs:r
  235. float outputs:g
  236. float outputs:b
  237. float3 outputs:rgb
  238. }
  239. `;
  240. }
  241. function buildColor( color ) {
  242. return `(${color.r}, ${color.g}, ${color.b})`;
  243. }
  244. THREE.USDZExporter = USDZExporter;
  245. } )();