@es3d/es3d 1.0.0 → 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -201
- package/README.md +86 -86
- package/docs/SPEC.md +417 -417
- package/package.json +1 -1
- package/scripts/es3d-cli.mjs +377 -377
- package/src/cache/geometry-store.js +392 -392
- package/src/cache/mesh-bundle.js +123 -123
- package/src/cache/sha256.js +73 -73
- package/src/format/ast.js +238 -238
- package/src/format/colors.js +93 -93
- package/src/format/compact-parser.js +171 -171
- package/src/format/compact-tokenizer.js +165 -165
- package/src/format/errors.js +247 -247
- package/src/format/json.js +55 -55
- package/src/format/limits.js +14 -14
- package/src/format/parse.js +92 -92
- package/src/format/schema.js +617 -617
- package/src/format/serializer.js +333 -333
- package/src/format/validator.js +330 -330
- package/src/format/value-error.js +12 -12
- package/src/format/value-format.js +314 -314
- package/src/format/values.js +459 -459
- package/src/format/xml-parser.js +136 -136
- package/src/format/xml-tokenizer.js +237 -237
- package/src/geometry/contour.js +86 -86
- package/src/geometry/extrude.js +175 -175
- package/src/geometry/gear.js +85 -85
- package/src/geometry/geometry-cache.js +159 -159
- package/src/geometry/lod-error.js +178 -178
- package/src/geometry/mesh.js +458 -458
- package/src/geometry/primitives.js +299 -299
- package/src/geometry/registry.js +645 -645
- package/src/geometry/revolve.js +136 -136
- package/src/geometry/sweep.js +441 -441
- package/src/index.js +47 -47
- package/src/io/compression.js +67 -67
- package/src/io/convert.js +236 -236
- package/src/io/download.js +13 -13
- package/src/io/external-scene.js +127 -127
- package/src/io/file-loader.js +28 -28
- package/src/io/gltf.js +630 -630
- package/src/io/mesh-import.js +104 -104
- package/src/io/obj.js +352 -352
- package/src/io/step-brep.js +439 -439
- package/src/io/step-exact.js +1149 -1149
- package/src/io/step.js +1418 -1418
- package/src/io/stl.js +193 -193
- package/src/io/svg-import.js +787 -787
- package/src/material/materials.js +154 -154
- package/src/math/mat4.js +475 -475
- package/src/math/random.js +30 -30
- package/src/math/trig.js +65 -65
- package/src/math/vec3.js +81 -81
- package/src/optimize/optimizer.js +579 -579
- package/src/path/path-flatten.js +322 -322
- package/src/path/path-parser.js +332 -332
- package/src/path/shapes.js +129 -129
- package/src/path/triangulate.js +517 -517
- package/src/pipeline.js +74 -74
- package/src/render/camera.js +168 -168
- package/src/render/frame-builder.js +362 -362
- package/src/render/geometry-pool.js +149 -149
- package/src/render/lighting.js +149 -149
- package/src/render/orbit-controls.js +237 -237
- package/src/render/renderer.js +258 -249
- package/src/render/scroll-timeline.js +104 -104
- package/src/render/shaders/glsl.js +285 -285
- package/src/render/shaders/wgsl.js +252 -252
- package/src/render/stage.js +364 -352
- package/src/render/texture-cache.js +40 -40
- package/src/render/textures.js +223 -223
- package/src/render/webgl2/webgl2-backend.js +586 -532
- package/src/render/webgpu/webgpu-backend.js +482 -480
- package/src/scene/flatten.js +754 -754
- package/src/scene/picking.js +161 -161
- package/src/scene/scene-graph.js +320 -320
- package/src/transform/transform.js +211 -211
- package/src/wasm/kernels-binary.js +3 -3
- package/src/wasm/kernels.js +385 -385
package/src/io/external-scene.js
CHANGED
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@@ -1,127 +1,127 @@
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// Shared helpers for exporters and importers of conventional mesh formats.
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import { RenderScene } from '../scene/flatten.js';
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import { Material, DEFAULT_MATERIAL_PARAMS } from '../material/materials.js';
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/**
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* Instances that a static exporter should write: every instance outside <lod>
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* switches, and the most detailed alternative (child 0) inside them.
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*/
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export function exportableInstances(scene) {
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const sw = scene.lodSwitches;
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const visible = new Uint8Array(sw.length);
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for (let s = 0; s < sw.length; s++) {
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const w = sw[s];
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visible[s] = w.parent < 0 ? 1 : visible[w.parent] && w.parentChild === 0 ? 1 : 0;
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}
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const out = [];
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for (let i = 0; i < scene.count; i++) {
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const ln = scene.lodNode[i];
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if (ln >= 0 && !(visible[ln] && scene.lodChild[i] === 0)) continue;
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out.push(i);
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}
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return out;
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}
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/**
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* Geometry indices that are drawn with a textured material. Exporters write
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* texture coordinates only for these (with `uvs: 'auto'`): UVs of untextured
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* procedural geometry are dead weight in a mesh file.
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*/
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export function texturedGeometries(scene) {
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const out = new Set();
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for (let i = 0; i < scene.count; i++) {
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const m = scene.materials[scene.mat[i]];
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if (m && (m.map || m.normalMap)) out.add(scene.geom[i]);
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}
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return out;
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}
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/** Stable, unique names for materials (OBJ usemtl / glTF material names). */
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export function materialNames(materials) {
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const used = new Set();
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return materials.map((m, i) => {
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let base = String(m.name || `material${i}`).replace(/[^A-Za-z0-9_.-]/g, '_') || `material${i}`;
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let name = base;
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let k = 1;
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while (used.has(name)) name = `${base}_${k++}`;
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used.add(name);
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return name;
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});
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}
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/** Growable flat instance table (no per-instance allocations for large imports). */
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export class InstanceTable {
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constructor(capacity = 64) {
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this.count = 0;
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this.geom = new Int32Array(capacity);
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this.mat = new Int32Array(capacity);
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this.matrices = new Float64Array(capacity * 16);
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}
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push(geom, mat, matrix) {
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if (this.count === this.geom.length) {
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const cap = this.geom.length * 2;
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const g = new Int32Array(cap), m = new Int32Array(cap), x = new Float64Array(cap * 16);
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g.set(this.geom);
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m.set(this.mat);
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x.set(this.matrices);
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this.geom = g;
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this.mat = m;
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this.matrices = x;
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}
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const i = this.count++;
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this.geom[i] = geom;
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this.mat[i] = mat;
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const o = i * 16, x = this.matrices;
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for (let k = 0; k < 16; k++) x[o + k] = matrix[k];
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}
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}
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/**
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* Build a RenderScene from already tessellated meshes (OBJ / glTF imports).
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* @param {{geometries: {mesh: import('../geometry/mesh.js').Mesh, key?: string}[],
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* materials: object[], instances: InstanceTable}} data
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* materials are parameter objects in the ES3D material model (sRGB colors)
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*/
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export function buildExternalScene(data) {
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const table = data.instances;
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const scene = new RenderScene(Math.max(16, table.count));
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scene.environment = { background: [0.09, 0.1, 0.12, 1], sky: [0.8, 0.86, 0.95, 1], ground: [0.25, 0.22, 0.2, 1], intensity: 0.5, exposure: 1 };
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scene.materials = data.materials.map((p, i) => new Material({ ...DEFAULT_MATERIAL_PARAMS, ...p }, i, p.name || `material${i}`));
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if (!scene.materials.length) scene.materials.push(new Material({ ...DEFAULT_MATERIAL_PARAMS }, 0, 'default'));
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const entries = data.geometries.map((g, i) => ({
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id: i + 1,
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key: g.key || `external:${i}`,
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kind: g.mesh.kind,
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lods: 1,
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doubleSided: false,
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bounds: g.mesh.bounds,
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meshes: [g.mesh],
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}));
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const gIndex = entries.map((e) => scene.geometryIndex(e));
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const lastMat = scene.materials.length - 1;
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const world = new Float64Array(16);
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for (let i = 0; i < table.count; i++) {
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for (let k = 0; k < 16; k++) world[k] = table.matrices[i * 16 + k];
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scene.setInstance(i, gIndex[table.geom[i]], Math.min(table.mat[i], lastMat), world, 0, -1, 0);
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}
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scene.count = table.count;
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if (!(scene.bounds.min[0] <= scene.bounds.max[0])) scene.bounds = { min: [-1, -1, -1], max: [1, 1, 1] };
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scene.version++;
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return { scene, meshOf: (entry) => entry.meshes[0] };
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}
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/** Trimmed fixed-point number formatting (used by text exporters). */
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export function fixed(v, digits) {
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if (!Number.isFinite(v)) return '0';
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let s = v.toFixed(digits);
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if (s.indexOf('.') >= 0) {
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let e = s.length;
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while (s.charCodeAt(e - 1) === 48) e--;
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if (s.charCodeAt(e - 1) === 46) e--;
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s = s.slice(0, e);
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}
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if (s === '-0') return '0';
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return s;
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}
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// Shared helpers for exporters and importers of conventional mesh formats.
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import { RenderScene } from '../scene/flatten.js';
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import { Material, DEFAULT_MATERIAL_PARAMS } from '../material/materials.js';
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/**
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* Instances that a static exporter should write: every instance outside <lod>
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* switches, and the most detailed alternative (child 0) inside them.
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*/
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export function exportableInstances(scene) {
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const sw = scene.lodSwitches;
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const visible = new Uint8Array(sw.length);
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for (let s = 0; s < sw.length; s++) {
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const w = sw[s];
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visible[s] = w.parent < 0 ? 1 : visible[w.parent] && w.parentChild === 0 ? 1 : 0;
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}
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const out = [];
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for (let i = 0; i < scene.count; i++) {
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const ln = scene.lodNode[i];
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if (ln >= 0 && !(visible[ln] && scene.lodChild[i] === 0)) continue;
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out.push(i);
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}
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return out;
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}
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/**
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* Geometry indices that are drawn with a textured material. Exporters write
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* texture coordinates only for these (with `uvs: 'auto'`): UVs of untextured
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* procedural geometry are dead weight in a mesh file.
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*/
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export function texturedGeometries(scene) {
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const out = new Set();
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for (let i = 0; i < scene.count; i++) {
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const m = scene.materials[scene.mat[i]];
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if (m && (m.map || m.normalMap)) out.add(scene.geom[i]);
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}
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return out;
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}
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/** Stable, unique names for materials (OBJ usemtl / glTF material names). */
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export function materialNames(materials) {
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const used = new Set();
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return materials.map((m, i) => {
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let base = String(m.name || `material${i}`).replace(/[^A-Za-z0-9_.-]/g, '_') || `material${i}`;
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let name = base;
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let k = 1;
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while (used.has(name)) name = `${base}_${k++}`;
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used.add(name);
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return name;
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});
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}
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/** Growable flat instance table (no per-instance allocations for large imports). */
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export class InstanceTable {
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constructor(capacity = 64) {
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this.count = 0;
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this.geom = new Int32Array(capacity);
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this.mat = new Int32Array(capacity);
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this.matrices = new Float64Array(capacity * 16);
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}
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push(geom, mat, matrix) {
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if (this.count === this.geom.length) {
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const cap = this.geom.length * 2;
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const g = new Int32Array(cap), m = new Int32Array(cap), x = new Float64Array(cap * 16);
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g.set(this.geom);
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m.set(this.mat);
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x.set(this.matrices);
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this.geom = g;
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this.mat = m;
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this.matrices = x;
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}
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const i = this.count++;
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this.geom[i] = geom;
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this.mat[i] = mat;
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const o = i * 16, x = this.matrices;
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for (let k = 0; k < 16; k++) x[o + k] = matrix[k];
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}
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}
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/**
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* Build a RenderScene from already tessellated meshes (OBJ / glTF imports).
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* @param {{geometries: {mesh: import('../geometry/mesh.js').Mesh, key?: string}[],
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* materials: object[], instances: InstanceTable}} data
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* materials are parameter objects in the ES3D material model (sRGB colors)
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*/
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export function buildExternalScene(data) {
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const table = data.instances;
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const scene = new RenderScene(Math.max(16, table.count));
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scene.environment = { background: [0.09, 0.1, 0.12, 1], sky: [0.8, 0.86, 0.95, 1], ground: [0.25, 0.22, 0.2, 1], intensity: 0.5, exposure: 1 };
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scene.materials = data.materials.map((p, i) => new Material({ ...DEFAULT_MATERIAL_PARAMS, ...p }, i, p.name || `material${i}`));
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if (!scene.materials.length) scene.materials.push(new Material({ ...DEFAULT_MATERIAL_PARAMS }, 0, 'default'));
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const entries = data.geometries.map((g, i) => ({
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id: i + 1,
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key: g.key || `external:${i}`,
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kind: g.mesh.kind,
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lods: 1,
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doubleSided: false,
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bounds: g.mesh.bounds,
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meshes: [g.mesh],
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}));
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const gIndex = entries.map((e) => scene.geometryIndex(e));
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const lastMat = scene.materials.length - 1;
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const world = new Float64Array(16);
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for (let i = 0; i < table.count; i++) {
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for (let k = 0; k < 16; k++) world[k] = table.matrices[i * 16 + k];
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scene.setInstance(i, gIndex[table.geom[i]], Math.min(table.mat[i], lastMat), world, 0, -1, 0);
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}
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scene.count = table.count;
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if (!(scene.bounds.min[0] <= scene.bounds.max[0])) scene.bounds = { min: [-1, -1, -1], max: [1, 1, 1] };
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scene.version++;
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return { scene, meshOf: (entry) => entry.meshes[0] };
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
/** Trimmed fixed-point number formatting (used by text exporters). */
|
|
116
|
+
export function fixed(v, digits) {
|
|
117
|
+
if (!Number.isFinite(v)) return '0';
|
|
118
|
+
let s = v.toFixed(digits);
|
|
119
|
+
if (s.indexOf('.') >= 0) {
|
|
120
|
+
let e = s.length;
|
|
121
|
+
while (s.charCodeAt(e - 1) === 48) e--;
|
|
122
|
+
if (s.charCodeAt(e - 1) === 46) e--;
|
|
123
|
+
s = s.slice(0, e);
|
|
124
|
+
}
|
|
125
|
+
if (s === '-0') return '0';
|
|
126
|
+
return s;
|
|
127
|
+
}
|
package/src/io/file-loader.js
CHANGED
|
@@ -1,28 +1,28 @@
|
|
|
1
|
-
// File loading for ES3D Studio: detects the content type from magic bytes and
|
|
2
|
-
// extension, transparently decompresses gzip, and converts foreign formats
|
|
3
|
-
// (SVG, OBJ, STL, STEP, glTF) into ES3D text with the same importers as the
|
|
4
|
-
// converter page, so they can be inspected and edited like any other document.
|
|
5
|
-
|
|
6
|
-
import { isGzip, gunzip } from './compression.js';
|
|
7
|
-
import { detectKind, importFiles, INPUT_KINDS } from './convert.js';
|
|
8
|
-
|
|
9
|
-
/**
|
|
10
|
-
* @param {File|{name:string, arrayBuffer:()=>Promise<ArrayBuffer>}} file
|
|
11
|
-
* @returns {Promise<{name:string, kind:string, text?:string, bytes:Uint8Array, originalSize:number, note?:string}>}
|
|
12
|
-
*/
|
|
13
|
-
export async function loadFile(file) {
|
|
14
|
-
let bytes = new Uint8Array(await file.arrayBuffer());
|
|
15
|
-
const originalSize = bytes.length;
|
|
16
|
-
let name = file.name || 'untitled.es3d';
|
|
17
|
-
let note = '';
|
|
18
|
-
if (isGzip(bytes)) {
|
|
19
|
-
bytes = await gunzip(bytes);
|
|
20
|
-
name = name.replace(/\.svgz$/i, '.svg').replace(/\.gz$/i, '');
|
|
21
|
-
note = `decompressed from ${originalSize.toLocaleString('en-US')} gzip bytes`;
|
|
22
|
-
}
|
|
23
|
-
const kind = detectKind(name, bytes) || 'es3d';
|
|
24
|
-
if (kind === 'es3d') return { name, kind, text: new TextDecoder('utf-8').decode(bytes), bytes, originalSize, note };
|
|
25
|
-
const r = await importFiles([{ name, bytes }]);
|
|
26
|
-
const warn = r.warnings.length ? ` (${r.warnings.join(' ')})` : '';
|
|
27
|
-
return { name, kind, bytes, originalSize, text: r.text, note: (note ? note + '; ' : '') + `converted from ${INPUT_KINDS[kind]} to ES3D${warn}` };
|
|
28
|
-
}
|
|
1
|
+
// File loading for ES3D Studio: detects the content type from magic bytes and
|
|
2
|
+
// extension, transparently decompresses gzip, and converts foreign formats
|
|
3
|
+
// (SVG, OBJ, STL, STEP, glTF) into ES3D text with the same importers as the
|
|
4
|
+
// converter page, so they can be inspected and edited like any other document.
|
|
5
|
+
|
|
6
|
+
import { isGzip, gunzip } from './compression.js';
|
|
7
|
+
import { detectKind, importFiles, INPUT_KINDS } from './convert.js';
|
|
8
|
+
|
|
9
|
+
/**
|
|
10
|
+
* @param {File|{name:string, arrayBuffer:()=>Promise<ArrayBuffer>}} file
|
|
11
|
+
* @returns {Promise<{name:string, kind:string, text?:string, bytes:Uint8Array, originalSize:number, note?:string}>}
|
|
12
|
+
*/
|
|
13
|
+
export async function loadFile(file) {
|
|
14
|
+
let bytes = new Uint8Array(await file.arrayBuffer());
|
|
15
|
+
const originalSize = bytes.length;
|
|
16
|
+
let name = file.name || 'untitled.es3d';
|
|
17
|
+
let note = '';
|
|
18
|
+
if (isGzip(bytes)) {
|
|
19
|
+
bytes = await gunzip(bytes);
|
|
20
|
+
name = name.replace(/\.svgz$/i, '.svg').replace(/\.gz$/i, '');
|
|
21
|
+
note = `decompressed from ${originalSize.toLocaleString('en-US')} gzip bytes`;
|
|
22
|
+
}
|
|
23
|
+
const kind = detectKind(name, bytes) || 'es3d';
|
|
24
|
+
if (kind === 'es3d') return { name, kind, text: new TextDecoder('utf-8').decode(bytes), bytes, originalSize, note };
|
|
25
|
+
const r = await importFiles([{ name, bytes }]);
|
|
26
|
+
const warn = r.warnings.length ? ` (${r.warnings.join(' ')})` : '';
|
|
27
|
+
return { name, kind, bytes, originalSize, text: r.text, note: (note ? note + '; ' : '') + `converted from ${INPUT_KINDS[kind]} to ES3D${warn}` };
|
|
28
|
+
}
|