@es3d/es3d 1.0.0 → 1.0.2
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 +95 -86
- package/docs/SPEC.md +426 -417
- package/package.json +1 -1
- package/scripts/es3d-cli.mjs +390 -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 +132 -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-pack.js +1461 -0
- 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 +604 -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 +365 -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/mesh-import.js
CHANGED
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@@ -1,104 +1,104 @@
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// Conversion of tessellated scenes (OBJ / STL / glTF imports) into ES3D documents.
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//
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// Every distinct mesh becomes one <mesh> definition in <defs>, every instance
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// a <use> with its transform, every material a <material>. This is the
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// "escape hatch" path: the result is valid ES3D but not procedural, so it is
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// about as large as the source mesh format (see the report).
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import { h, Document } from '../format/ast.js';
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import { serialize } from '../format/serializer.js';
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import { formatNumber, formatFloat32 } from '../format/value-format.js';
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import { matrixToTransformString } from '../transform/transform.js';
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import { linearToSrgb, colorToHex } from '../format/colors.js';
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import { weldMap } from '../geometry/mesh.js';
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import { materialNames } from './external-scene.js';
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/** Decimals that keep coordinates to `relative` of the scene size (e.g. 1e-5). */
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export function decimalsFor(bounds, relative) {
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const size = Math.max(bounds.max[0] - bounds.min[0], bounds.max[1] - bounds.min[1], bounds.max[2] - bounds.min[2]);
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if (!(size > 0) || !Number.isFinite(size)) return 5;
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return Math.max(0, Math.min(9, Math.ceil(-Math.log10(size * relative))));
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}
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/** Merge vertices with equal positions (when neither normals nor UVs are written, they are redundant). */
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function welded(mesh) {
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const map = weldMap(mesh.positions);
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const n = mesh.vertexCount;
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const remap = new Int32Array(n).fill(-1);
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let unique = 0;
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for (let i = 0; i < n; i++) if (remap[map[i]] < 0) remap[map[i]] = unique++;
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if (unique === n) return { positions: mesh.positions, indices: mesh.indices };
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const positions = new Float32Array(unique * 3);
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for (let i = 0; i < n; i++) {
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const r = remap[map[i]] * 3;
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positions[r] = mesh.positions[i * 3];
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positions[r + 1] = mesh.positions[i * 3 + 1];
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positions[r + 2] = mesh.positions[i * 3 + 2];
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}
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const indices = new Uint32Array(mesh.indices.length);
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for (let i = 0; i < indices.length; i++) indices[i] = remap[map[mesh.indices[i]]];
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return { positions, indices };
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}
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/**
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* @param {import('../scene/flatten.js').RenderScene} scene
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* @param {(entry: object, lod: number) => import('../geometry/mesh.js').Mesh} meshOf
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* @param {string} [title]
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* @param {{digits?: number|null|'auto', normals?: boolean, uvs?: boolean|'auto', smooth?: number, relative?: number}} [opts]
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* digits: decimals for positions ('auto' = relative precision of the scene size, null = exact float32);
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* normals: false omits them, and the reader recomputes them with the crease angle `smooth`;
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* uvs: 'auto' writes texture coordinates only when they are not all zero
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* @returns {string} ES3D markup
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*/
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export function sceneToMeshDocument(scene, meshOf, title = 'Imported mesh', { digits = 'auto', normals = true, uvs = 'auto', smooth = 30, relative = 1e-5 } = {}) {
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const decimals = digits === 'auto' ? decimalsFor(scene.bounds, relative) : digits;
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const fmt = decimals === null ? (v) => formatFloat32(v) : (v) => formatNumber(v, decimals);
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const names = materialNames(scene.materials);
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const defs = h('defs');
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scene.materials.forEach((m, i) => {
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const attrs = { id: names[i], color: colorToHex([linearToSrgb(m.baseColor[0]), linearToSrgb(m.baseColor[1]), linearToSrgb(m.baseColor[2]), 1]) };
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if (m.metallic) attrs.metallic = formatNumber(m.metallic, 3);
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if (m.roughness !== 0.5) attrs.roughness = formatNumber(m.roughness, 3);
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if (m.opacity < 1) attrs.opacity = formatNumber(m.opacity, 3);
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if (m.alphaMode === 'mask') {
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attrs.alphaMode = 'mask';
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if (m.alphaCutoff !== 0.5) attrs.alphaCutoff = formatNumber(m.alphaCutoff, 3);
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} else if (m.alphaMode === 'blend') attrs.alphaMode = 'blend';
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const peak = Math.max(...m.emissive);
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if (peak > 0) {
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// emissive is stored linear and pre-multiplied by its intensity
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const k = peak > 1 ? 1 / peak : 1;
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attrs.emissive = colorToHex([linearToSrgb(m.emissive[0] * k), linearToSrgb(m.emissive[1] * k), linearToSrgb(m.emissive[2] * k), 1]);
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if (peak > 1) attrs.emissiveIntensity = formatNumber(peak, 3);
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}
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if (m.doubleSided) attrs.doubleSided = 'true';
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defs.appendChild(h('material', attrs));
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});
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const meshIds = new Map();
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scene.geometries.forEach((entry, gi) => {
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const mesh = meshOf(entry, 0);
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if (mesh.kind !== 'triangles' || !mesh.vertexCount) return;
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const id = `mesh${gi}`;
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meshIds.set(gi, id);
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const writeUvs = uvs === true || (uvs === 'auto' && mesh.uvs.some((v) => v !== 0));
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const data = !normals && !writeUvs ? welded(mesh) : mesh;
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const attrs = { id, positions: Array.from(data.positions, fmt).join(' ') };
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if (normals) attrs.normals = Array.from(mesh.normals, (v) => formatNumber(v, 2)).join(' ');
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if (writeUvs) attrs.uvs = Array.from(mesh.uvs, (v) => formatNumber(v, 4)).join(' ');
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attrs.indices = Array.from(data.indices).join(' ');
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if (!normals && smooth !== 30) attrs.smooth = formatNumber(smooth, 2);
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defs.appendChild(h('mesh', attrs));
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});
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const root = h('es3d', { version: '1' }, h('title', {}, String(title)), defs);
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const m = new Float64Array(16);
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for (let i = 0; i < scene.count; i++) {
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const id = meshIds.get(scene.geom[i]);
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if (!id) continue;
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for (let k = 0; k < 16; k++) m[k] = scene.matrices[i * 16 + k];
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const attrs = { ref: id, material: names[scene.mat[i]] };
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const t = matrixToTransformString(m, (v) => formatNumber(v, 6));
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if (t) attrs.transform = t;
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root.appendChild(h('use', attrs));
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}
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return serialize(new Document({ root, syntax: 'xml' }), { pretty: true });
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}
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// Conversion of tessellated scenes (OBJ / STL / glTF imports) into ES3D documents.
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//
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// Every distinct mesh becomes one <mesh> definition in <defs>, every instance
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// a <use> with its transform, every material a <material>. This is the
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// "escape hatch" path: the result is valid ES3D but not procedural, so it is
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// about as large as the source mesh format (see the report).
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import { h, Document } from '../format/ast.js';
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import { serialize } from '../format/serializer.js';
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import { formatNumber, formatFloat32 } from '../format/value-format.js';
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import { matrixToTransformString } from '../transform/transform.js';
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import { linearToSrgb, colorToHex } from '../format/colors.js';
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import { weldMap } from '../geometry/mesh.js';
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import { materialNames } from './external-scene.js';
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/** Decimals that keep coordinates to `relative` of the scene size (e.g. 1e-5). */
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export function decimalsFor(bounds, relative) {
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const size = Math.max(bounds.max[0] - bounds.min[0], bounds.max[1] - bounds.min[1], bounds.max[2] - bounds.min[2]);
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if (!(size > 0) || !Number.isFinite(size)) return 5;
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return Math.max(0, Math.min(9, Math.ceil(-Math.log10(size * relative))));
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}
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/** Merge vertices with equal positions (when neither normals nor UVs are written, they are redundant). */
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function welded(mesh) {
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const map = weldMap(mesh.positions);
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const n = mesh.vertexCount;
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const remap = new Int32Array(n).fill(-1);
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let unique = 0;
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for (let i = 0; i < n; i++) if (remap[map[i]] < 0) remap[map[i]] = unique++;
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if (unique === n) return { positions: mesh.positions, indices: mesh.indices };
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const positions = new Float32Array(unique * 3);
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for (let i = 0; i < n; i++) {
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const r = remap[map[i]] * 3;
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positions[r] = mesh.positions[i * 3];
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positions[r + 1] = mesh.positions[i * 3 + 1];
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positions[r + 2] = mesh.positions[i * 3 + 2];
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}
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const indices = new Uint32Array(mesh.indices.length);
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for (let i = 0; i < indices.length; i++) indices[i] = remap[map[mesh.indices[i]]];
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return { positions, indices };
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}
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/**
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* @param {import('../scene/flatten.js').RenderScene} scene
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* @param {(entry: object, lod: number) => import('../geometry/mesh.js').Mesh} meshOf
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* @param {string} [title]
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* @param {{digits?: number|null|'auto', normals?: boolean, uvs?: boolean|'auto', smooth?: number, relative?: number}} [opts]
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* digits: decimals for positions ('auto' = relative precision of the scene size, null = exact float32);
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49
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* normals: false omits them, and the reader recomputes them with the crease angle `smooth`;
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* uvs: 'auto' writes texture coordinates only when they are not all zero
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* @returns {string} ES3D markup
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*/
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export function sceneToMeshDocument(scene, meshOf, title = 'Imported mesh', { digits = 'auto', normals = true, uvs = 'auto', smooth = 30, relative = 1e-5 } = {}) {
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const decimals = digits === 'auto' ? decimalsFor(scene.bounds, relative) : digits;
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const fmt = decimals === null ? (v) => formatFloat32(v) : (v) => formatNumber(v, decimals);
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const names = materialNames(scene.materials);
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const defs = h('defs');
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scene.materials.forEach((m, i) => {
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const attrs = { id: names[i], color: colorToHex([linearToSrgb(m.baseColor[0]), linearToSrgb(m.baseColor[1]), linearToSrgb(m.baseColor[2]), 1]) };
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if (m.metallic) attrs.metallic = formatNumber(m.metallic, 3);
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if (m.roughness !== 0.5) attrs.roughness = formatNumber(m.roughness, 3);
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if (m.opacity < 1) attrs.opacity = formatNumber(m.opacity, 3);
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if (m.alphaMode === 'mask') {
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attrs.alphaMode = 'mask';
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if (m.alphaCutoff !== 0.5) attrs.alphaCutoff = formatNumber(m.alphaCutoff, 3);
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} else if (m.alphaMode === 'blend') attrs.alphaMode = 'blend';
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const peak = Math.max(...m.emissive);
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if (peak > 0) {
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// emissive is stored linear and pre-multiplied by its intensity
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const k = peak > 1 ? 1 / peak : 1;
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attrs.emissive = colorToHex([linearToSrgb(m.emissive[0] * k), linearToSrgb(m.emissive[1] * k), linearToSrgb(m.emissive[2] * k), 1]);
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if (peak > 1) attrs.emissiveIntensity = formatNumber(peak, 3);
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}
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if (m.doubleSided) attrs.doubleSided = 'true';
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defs.appendChild(h('material', attrs));
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});
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const meshIds = new Map();
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scene.geometries.forEach((entry, gi) => {
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const mesh = meshOf(entry, 0);
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if (mesh.kind !== 'triangles' || !mesh.vertexCount) return;
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const id = `mesh${gi}`;
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meshIds.set(gi, id);
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const writeUvs = uvs === true || (uvs === 'auto' && mesh.uvs.some((v) => v !== 0));
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const data = !normals && !writeUvs ? welded(mesh) : mesh;
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const attrs = { id, positions: Array.from(data.positions, fmt).join(' ') };
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if (normals) attrs.normals = Array.from(mesh.normals, (v) => formatNumber(v, 2)).join(' ');
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if (writeUvs) attrs.uvs = Array.from(mesh.uvs, (v) => formatNumber(v, 4)).join(' ');
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attrs.indices = Array.from(data.indices).join(' ');
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if (!normals && smooth !== 30) attrs.smooth = formatNumber(smooth, 2);
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defs.appendChild(h('mesh', attrs));
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});
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const root = h('es3d', { version: '1' }, h('title', {}, String(title)), defs);
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const m = new Float64Array(16);
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for (let i = 0; i < scene.count; i++) {
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const id = meshIds.get(scene.geom[i]);
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|
96
|
+
if (!id) continue;
|
|
97
|
+
for (let k = 0; k < 16; k++) m[k] = scene.matrices[i * 16 + k];
|
|
98
|
+
const attrs = { ref: id, material: names[scene.mat[i]] };
|
|
99
|
+
const t = matrixToTransformString(m, (v) => formatNumber(v, 6));
|
|
100
|
+
if (t) attrs.transform = t;
|
|
101
|
+
root.appendChild(h('use', attrs));
|
|
102
|
+
}
|
|
103
|
+
return serialize(new Document({ root, syntax: 'xml' }), { pretty: true });
|
|
104
|
+
}
|