@es3d/es3d 1.0.0 → 1.0.2

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Files changed (80) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +95 -86
  3. package/docs/SPEC.md +426 -417
  4. package/package.json +1 -1
  5. package/scripts/es3d-cli.mjs +390 -377
  6. package/src/cache/geometry-store.js +392 -392
  7. package/src/cache/mesh-bundle.js +123 -123
  8. package/src/cache/sha256.js +73 -73
  9. package/src/format/ast.js +238 -238
  10. package/src/format/colors.js +93 -93
  11. package/src/format/compact-parser.js +171 -171
  12. package/src/format/compact-tokenizer.js +165 -165
  13. package/src/format/errors.js +247 -247
  14. package/src/format/json.js +55 -55
  15. package/src/format/limits.js +14 -14
  16. package/src/format/parse.js +132 -92
  17. package/src/format/schema.js +617 -617
  18. package/src/format/serializer.js +333 -333
  19. package/src/format/validator.js +330 -330
  20. package/src/format/value-error.js +12 -12
  21. package/src/format/value-format.js +314 -314
  22. package/src/format/values.js +459 -459
  23. package/src/format/xml-parser.js +136 -136
  24. package/src/format/xml-tokenizer.js +237 -237
  25. package/src/geometry/contour.js +86 -86
  26. package/src/geometry/extrude.js +175 -175
  27. package/src/geometry/gear.js +85 -85
  28. package/src/geometry/geometry-cache.js +159 -159
  29. package/src/geometry/lod-error.js +178 -178
  30. package/src/geometry/mesh.js +458 -458
  31. package/src/geometry/primitives.js +299 -299
  32. package/src/geometry/registry.js +645 -645
  33. package/src/geometry/revolve.js +136 -136
  34. package/src/geometry/sweep.js +441 -441
  35. package/src/index.js +47 -47
  36. package/src/io/compression.js +67 -67
  37. package/src/io/convert.js +236 -236
  38. package/src/io/download.js +13 -13
  39. package/src/io/external-scene.js +127 -127
  40. package/src/io/file-loader.js +28 -28
  41. package/src/io/gltf-pack.js +1461 -0
  42. package/src/io/gltf.js +630 -630
  43. package/src/io/mesh-import.js +104 -104
  44. package/src/io/obj.js +352 -352
  45. package/src/io/step-brep.js +439 -439
  46. package/src/io/step-exact.js +1149 -1149
  47. package/src/io/step.js +1418 -1418
  48. package/src/io/stl.js +193 -193
  49. package/src/io/svg-import.js +787 -787
  50. package/src/material/materials.js +154 -154
  51. package/src/math/mat4.js +475 -475
  52. package/src/math/random.js +30 -30
  53. package/src/math/trig.js +65 -65
  54. package/src/math/vec3.js +81 -81
  55. package/src/optimize/optimizer.js +604 -579
  56. package/src/path/path-flatten.js +322 -322
  57. package/src/path/path-parser.js +332 -332
  58. package/src/path/shapes.js +129 -129
  59. package/src/path/triangulate.js +517 -517
  60. package/src/pipeline.js +74 -74
  61. package/src/render/camera.js +168 -168
  62. package/src/render/frame-builder.js +362 -362
  63. package/src/render/geometry-pool.js +149 -149
  64. package/src/render/lighting.js +149 -149
  65. package/src/render/orbit-controls.js +237 -237
  66. package/src/render/renderer.js +258 -249
  67. package/src/render/scroll-timeline.js +104 -104
  68. package/src/render/shaders/glsl.js +285 -285
  69. package/src/render/shaders/wgsl.js +252 -252
  70. package/src/render/stage.js +365 -352
  71. package/src/render/texture-cache.js +40 -40
  72. package/src/render/textures.js +223 -223
  73. package/src/render/webgl2/webgl2-backend.js +586 -532
  74. package/src/render/webgpu/webgpu-backend.js +482 -480
  75. package/src/scene/flatten.js +754 -754
  76. package/src/scene/picking.js +161 -161
  77. package/src/scene/scene-graph.js +320 -320
  78. package/src/transform/transform.js +211 -211
  79. package/src/wasm/kernels-binary.js +3 -3
  80. package/src/wasm/kernels.js +385 -385
@@ -1,104 +1,104 @@
1
- // Conversion of tessellated scenes (OBJ / STL / glTF imports) into ES3D documents.
2
- //
3
- // Every distinct mesh becomes one <mesh> definition in <defs>, every instance
4
- // a <use> with its transform, every material a <material>. This is the
5
- // "escape hatch" path: the result is valid ES3D but not procedural, so it is
6
- // about as large as the source mesh format (see the report).
7
-
8
- import { h, Document } from '../format/ast.js';
9
- import { serialize } from '../format/serializer.js';
10
- import { formatNumber, formatFloat32 } from '../format/value-format.js';
11
- import { matrixToTransformString } from '../transform/transform.js';
12
- import { linearToSrgb, colorToHex } from '../format/colors.js';
13
- import { weldMap } from '../geometry/mesh.js';
14
- import { materialNames } from './external-scene.js';
15
-
16
- /** Decimals that keep coordinates to `relative` of the scene size (e.g. 1e-5). */
17
- export function decimalsFor(bounds, relative) {
18
- const size = Math.max(bounds.max[0] - bounds.min[0], bounds.max[1] - bounds.min[1], bounds.max[2] - bounds.min[2]);
19
- if (!(size > 0) || !Number.isFinite(size)) return 5;
20
- return Math.max(0, Math.min(9, Math.ceil(-Math.log10(size * relative))));
21
- }
22
-
23
- /** Merge vertices with equal positions (when neither normals nor UVs are written, they are redundant). */
24
- function welded(mesh) {
25
- const map = weldMap(mesh.positions);
26
- const n = mesh.vertexCount;
27
- const remap = new Int32Array(n).fill(-1);
28
- let unique = 0;
29
- for (let i = 0; i < n; i++) if (remap[map[i]] < 0) remap[map[i]] = unique++;
30
- if (unique === n) return { positions: mesh.positions, indices: mesh.indices };
31
- const positions = new Float32Array(unique * 3);
32
- for (let i = 0; i < n; i++) {
33
- const r = remap[map[i]] * 3;
34
- positions[r] = mesh.positions[i * 3];
35
- positions[r + 1] = mesh.positions[i * 3 + 1];
36
- positions[r + 2] = mesh.positions[i * 3 + 2];
37
- }
38
- const indices = new Uint32Array(mesh.indices.length);
39
- for (let i = 0; i < indices.length; i++) indices[i] = remap[map[mesh.indices[i]]];
40
- return { positions, indices };
41
- }
42
-
43
- /**
44
- * @param {import('../scene/flatten.js').RenderScene} scene
45
- * @param {(entry: object, lod: number) => import('../geometry/mesh.js').Mesh} meshOf
46
- * @param {string} [title]
47
- * @param {{digits?: number|null|'auto', normals?: boolean, uvs?: boolean|'auto', smooth?: number, relative?: number}} [opts]
48
- * digits: decimals for positions ('auto' = relative precision of the scene size, null = exact float32);
49
- * normals: false omits them, and the reader recomputes them with the crease angle `smooth`;
50
- * uvs: 'auto' writes texture coordinates only when they are not all zero
51
- * @returns {string} ES3D markup
52
- */
53
- export function sceneToMeshDocument(scene, meshOf, title = 'Imported mesh', { digits = 'auto', normals = true, uvs = 'auto', smooth = 30, relative = 1e-5 } = {}) {
54
- const decimals = digits === 'auto' ? decimalsFor(scene.bounds, relative) : digits;
55
- const fmt = decimals === null ? (v) => formatFloat32(v) : (v) => formatNumber(v, decimals);
56
- const names = materialNames(scene.materials);
57
- const defs = h('defs');
58
- scene.materials.forEach((m, i) => {
59
- const attrs = { id: names[i], color: colorToHex([linearToSrgb(m.baseColor[0]), linearToSrgb(m.baseColor[1]), linearToSrgb(m.baseColor[2]), 1]) };
60
- if (m.metallic) attrs.metallic = formatNumber(m.metallic, 3);
61
- if (m.roughness !== 0.5) attrs.roughness = formatNumber(m.roughness, 3);
62
- if (m.opacity < 1) attrs.opacity = formatNumber(m.opacity, 3);
63
- if (m.alphaMode === 'mask') {
64
- attrs.alphaMode = 'mask';
65
- if (m.alphaCutoff !== 0.5) attrs.alphaCutoff = formatNumber(m.alphaCutoff, 3);
66
- } else if (m.alphaMode === 'blend') attrs.alphaMode = 'blend';
67
- const peak = Math.max(...m.emissive);
68
- if (peak > 0) {
69
- // emissive is stored linear and pre-multiplied by its intensity
70
- const k = peak > 1 ? 1 / peak : 1;
71
- attrs.emissive = colorToHex([linearToSrgb(m.emissive[0] * k), linearToSrgb(m.emissive[1] * k), linearToSrgb(m.emissive[2] * k), 1]);
72
- if (peak > 1) attrs.emissiveIntensity = formatNumber(peak, 3);
73
- }
74
- if (m.doubleSided) attrs.doubleSided = 'true';
75
- defs.appendChild(h('material', attrs));
76
- });
77
- const meshIds = new Map();
78
- scene.geometries.forEach((entry, gi) => {
79
- const mesh = meshOf(entry, 0);
80
- if (mesh.kind !== 'triangles' || !mesh.vertexCount) return;
81
- const id = `mesh${gi}`;
82
- meshIds.set(gi, id);
83
- const writeUvs = uvs === true || (uvs === 'auto' && mesh.uvs.some((v) => v !== 0));
84
- const data = !normals && !writeUvs ? welded(mesh) : mesh;
85
- const attrs = { id, positions: Array.from(data.positions, fmt).join(' ') };
86
- if (normals) attrs.normals = Array.from(mesh.normals, (v) => formatNumber(v, 2)).join(' ');
87
- if (writeUvs) attrs.uvs = Array.from(mesh.uvs, (v) => formatNumber(v, 4)).join(' ');
88
- attrs.indices = Array.from(data.indices).join(' ');
89
- if (!normals && smooth !== 30) attrs.smooth = formatNumber(smooth, 2);
90
- defs.appendChild(h('mesh', attrs));
91
- });
92
- const root = h('es3d', { version: '1' }, h('title', {}, String(title)), defs);
93
- const m = new Float64Array(16);
94
- for (let i = 0; i < scene.count; i++) {
95
- const id = meshIds.get(scene.geom[i]);
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
- }
1
+ // Conversion of tessellated scenes (OBJ / STL / glTF imports) into ES3D documents.
2
+ //
3
+ // Every distinct mesh becomes one <mesh> definition in <defs>, every instance
4
+ // a <use> with its transform, every material a <material>. This is the
5
+ // "escape hatch" path: the result is valid ES3D but not procedural, so it is
6
+ // about as large as the source mesh format (see the report).
7
+
8
+ import { h, Document } from '../format/ast.js';
9
+ import { serialize } from '../format/serializer.js';
10
+ import { formatNumber, formatFloat32 } from '../format/value-format.js';
11
+ import { matrixToTransformString } from '../transform/transform.js';
12
+ import { linearToSrgb, colorToHex } from '../format/colors.js';
13
+ import { weldMap } from '../geometry/mesh.js';
14
+ import { materialNames } from './external-scene.js';
15
+
16
+ /** Decimals that keep coordinates to `relative` of the scene size (e.g. 1e-5). */
17
+ export function decimalsFor(bounds, relative) {
18
+ const size = Math.max(bounds.max[0] - bounds.min[0], bounds.max[1] - bounds.min[1], bounds.max[2] - bounds.min[2]);
19
+ if (!(size > 0) || !Number.isFinite(size)) return 5;
20
+ return Math.max(0, Math.min(9, Math.ceil(-Math.log10(size * relative))));
21
+ }
22
+
23
+ /** Merge vertices with equal positions (when neither normals nor UVs are written, they are redundant). */
24
+ function welded(mesh) {
25
+ const map = weldMap(mesh.positions);
26
+ const n = mesh.vertexCount;
27
+ const remap = new Int32Array(n).fill(-1);
28
+ let unique = 0;
29
+ for (let i = 0; i < n; i++) if (remap[map[i]] < 0) remap[map[i]] = unique++;
30
+ if (unique === n) return { positions: mesh.positions, indices: mesh.indices };
31
+ const positions = new Float32Array(unique * 3);
32
+ for (let i = 0; i < n; i++) {
33
+ const r = remap[map[i]] * 3;
34
+ positions[r] = mesh.positions[i * 3];
35
+ positions[r + 1] = mesh.positions[i * 3 + 1];
36
+ positions[r + 2] = mesh.positions[i * 3 + 2];
37
+ }
38
+ const indices = new Uint32Array(mesh.indices.length);
39
+ for (let i = 0; i < indices.length; i++) indices[i] = remap[map[mesh.indices[i]]];
40
+ return { positions, indices };
41
+ }
42
+
43
+ /**
44
+ * @param {import('../scene/flatten.js').RenderScene} scene
45
+ * @param {(entry: object, lod: number) => import('../geometry/mesh.js').Mesh} meshOf
46
+ * @param {string} [title]
47
+ * @param {{digits?: number|null|'auto', normals?: boolean, uvs?: boolean|'auto', smooth?: number, relative?: number}} [opts]
48
+ * digits: decimals for positions ('auto' = relative precision of the scene size, null = exact float32);
49
+ * normals: false omits them, and the reader recomputes them with the crease angle `smooth`;
50
+ * uvs: 'auto' writes texture coordinates only when they are not all zero
51
+ * @returns {string} ES3D markup
52
+ */
53
+ export function sceneToMeshDocument(scene, meshOf, title = 'Imported mesh', { digits = 'auto', normals = true, uvs = 'auto', smooth = 30, relative = 1e-5 } = {}) {
54
+ const decimals = digits === 'auto' ? decimalsFor(scene.bounds, relative) : digits;
55
+ const fmt = decimals === null ? (v) => formatFloat32(v) : (v) => formatNumber(v, decimals);
56
+ const names = materialNames(scene.materials);
57
+ const defs = h('defs');
58
+ scene.materials.forEach((m, i) => {
59
+ const attrs = { id: names[i], color: colorToHex([linearToSrgb(m.baseColor[0]), linearToSrgb(m.baseColor[1]), linearToSrgb(m.baseColor[2]), 1]) };
60
+ if (m.metallic) attrs.metallic = formatNumber(m.metallic, 3);
61
+ if (m.roughness !== 0.5) attrs.roughness = formatNumber(m.roughness, 3);
62
+ if (m.opacity < 1) attrs.opacity = formatNumber(m.opacity, 3);
63
+ if (m.alphaMode === 'mask') {
64
+ attrs.alphaMode = 'mask';
65
+ if (m.alphaCutoff !== 0.5) attrs.alphaCutoff = formatNumber(m.alphaCutoff, 3);
66
+ } else if (m.alphaMode === 'blend') attrs.alphaMode = 'blend';
67
+ const peak = Math.max(...m.emissive);
68
+ if (peak > 0) {
69
+ // emissive is stored linear and pre-multiplied by its intensity
70
+ const k = peak > 1 ? 1 / peak : 1;
71
+ attrs.emissive = colorToHex([linearToSrgb(m.emissive[0] * k), linearToSrgb(m.emissive[1] * k), linearToSrgb(m.emissive[2] * k), 1]);
72
+ if (peak > 1) attrs.emissiveIntensity = formatNumber(peak, 3);
73
+ }
74
+ if (m.doubleSided) attrs.doubleSided = 'true';
75
+ defs.appendChild(h('material', attrs));
76
+ });
77
+ const meshIds = new Map();
78
+ scene.geometries.forEach((entry, gi) => {
79
+ const mesh = meshOf(entry, 0);
80
+ if (mesh.kind !== 'triangles' || !mesh.vertexCount) return;
81
+ const id = `mesh${gi}`;
82
+ meshIds.set(gi, id);
83
+ const writeUvs = uvs === true || (uvs === 'auto' && mesh.uvs.some((v) => v !== 0));
84
+ const data = !normals && !writeUvs ? welded(mesh) : mesh;
85
+ const attrs = { id, positions: Array.from(data.positions, fmt).join(' ') };
86
+ if (normals) attrs.normals = Array.from(mesh.normals, (v) => formatNumber(v, 2)).join(' ');
87
+ if (writeUvs) attrs.uvs = Array.from(mesh.uvs, (v) => formatNumber(v, 4)).join(' ');
88
+ attrs.indices = Array.from(data.indices).join(' ');
89
+ if (!normals && smooth !== 30) attrs.smooth = formatNumber(smooth, 2);
90
+ defs.appendChild(h('mesh', attrs));
91
+ });
92
+ const root = h('es3d', { version: '1' }, h('title', {}, String(title)), defs);
93
+ const m = new Float64Array(16);
94
+ for (let i = 0; i < scene.count; i++) {
95
+ const id = meshIds.get(scene.geom[i]);
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
+ }