未验证 提交 d7fd8412 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #15592 from donmccurdy/feat-jsm-exporters

JSM: Exporters: Create ES modules.
/**
* @author Garrett Johnson / http://gkjohnson.github.io/
* https://github.com/gkjohnson/collada-exporter-js
*
* Usage:
* var exporter = new ColladaExporter();
*
* var data = exporter.parse(mesh);
*
* Format Definition:
* https://www.khronos.org/collada/
*/
import {
BufferGeometry,
Color,
DoubleSide,
Geometry,
Matrix4,
Mesh,
MeshBasicMaterial,
MeshLambertMaterial
} from "../../../build/three.module.js";
var ColladaExporter = function () {};
ColladaExporter.prototype = {
constructor: ColladaExporter,
parse: function ( object, onDone, options = {} ) {
options = Object.assign( {
version: '1.4.1',
author: null,
textureDirectory: '',
}, options );
if ( options.textureDirectory !== '' ) {
options.textureDirectory = `${ options.textureDirectory }/`
.replace( /\\/g, '/' )
.replace( /\/+/g, '/' );
}
var version = options.version;
if ( version !== '1.4.1' && version !== '1.5.0' ) {
console.warn( `ColladaExporter : Version ${ version } not supported for export. Only 1.4.1 and 1.5.0.` );
return null;
}
// Convert the urdf xml into a well-formatted, indented format
function format( urdf ) {
var IS_END_TAG = /^<\//;
var IS_SELF_CLOSING = /(\?>$)|(\/>$)/;
var HAS_TEXT = /<[^>]+>[^<]*<\/[^<]+>/;
var pad = ( ch, num ) => ( num > 0 ? ch + pad( ch, num - 1 ) : '' );
var tagnum = 0;
return urdf
.match( /(<[^>]+>[^<]+<\/[^<]+>)|(<[^>]+>)/g )
.map( tag => {
if ( ! HAS_TEXT.test( tag ) && ! IS_SELF_CLOSING.test( tag ) && IS_END_TAG.test( tag ) ) {
tagnum --;
}
var res = `${ pad( ' ', tagnum ) }${ tag }`;
if ( ! HAS_TEXT.test( tag ) && ! IS_SELF_CLOSING.test( tag ) && ! IS_END_TAG.test( tag ) ) {
tagnum ++;
}
return res;
} )
.join( '\n' );
}
// Convert an image into a png format for saving
function base64ToBuffer( str ) {
var b = atob( str );
var buf = new Uint8Array( b.length );
for ( var i = 0, l = buf.length; i < l; i ++ ) {
buf[ i ] = b.charCodeAt( i );
}
return buf;
}
var canvas, ctx;
function imageToData( image, ext ) {
canvas = canvas || document.createElement( 'canvas' );
ctx = ctx || canvas.getContext( '2d' );
canvas.width = image.naturalWidth;
canvas.height = image.naturalHeight;
ctx.drawImage( image, 0, 0 );
// Get the base64 encoded data
var base64data = canvas
.toDataURL( `image/${ ext }`, 1 )
.replace( /^data:image\/(png|jpg);base64,/, '' );
// Convert to a uint8 array
return base64ToBuffer( base64data );
}
// gets the attribute array. Generate a new array if the attribute is interleaved
var getFuncs = [ 'getX', 'getY', 'getZ', 'getW' ];
function attrBufferToArray( attr ) {
if ( attr.isInterleavedBufferAttribute ) {
// use the typed array constructor to save on memory
var arr = new attr.array.constructor( attr.count * attr.itemSize );
var size = attr.itemSize;
for ( var i = 0, l = attr.count; i < l; i ++ ) {
for ( var j = 0; j < size; j ++ ) {
arr[ i * size + j ] = attr[ getFuncs[ j ] ]( i );
}
}
return arr;
} else {
return attr.array;
}
}
// Returns an array of the same type starting at the `st` index,
// and `ct` length
function subArray( arr, st, ct ) {
if ( Array.isArray( arr ) ) return arr.slice( st, st + ct );
else return new arr.constructor( arr.buffer, st * arr.BYTES_PER_ELEMENT, ct );
}
// Returns the string for a geometry's attribute
function getAttribute( attr, name, params, type ) {
var array = attrBufferToArray( attr );
var res =
`<source id="${ name }">` +
`<float_array id="${ name }-array" count="${ array.length }">` +
array.join( ' ' ) +
'</float_array>' +
'<technique_common>' +
`<accessor source="#${ name }-array" count="${ Math.floor( array.length / attr.itemSize ) }" stride="${ attr.itemSize }">` +
params.map( n => `<param name="${ n }" type="${ type }" />` ).join( '' ) +
'</accessor>' +
'</technique_common>' +
'</source>';
return res;
}
// Returns the string for a node's transform information
var transMat;
function getTransform( o ) {
// ensure the object's matrix is up to date
// before saving the transform
o.updateMatrix();
transMat = transMat || new Matrix4();
transMat.copy( o.matrix );
transMat.transpose();
return `<matrix>${ transMat.toArray().join( ' ' ) }</matrix>`;
}
// Process the given piece of geometry into the geometry library
// Returns the mesh id
function processGeometry( g ) {
var info = geometryInfo.get( g );
if ( ! info ) {
// convert the geometry to bufferGeometry if it isn't already
var bufferGeometry = g;
if ( bufferGeometry instanceof Geometry ) {
bufferGeometry = ( new BufferGeometry() ).fromGeometry( bufferGeometry );
}
var meshid = `Mesh${ libraryGeometries.length + 1 }`;
var indexCount =
bufferGeometry.index ?
bufferGeometry.index.count * bufferGeometry.index.itemSize :
bufferGeometry.attributes.position.count;
var groups =
bufferGeometry.groups != null && bufferGeometry.groups.length !== 0 ?
bufferGeometry.groups :
[ { start: 0, count: indexCount, materialIndex: 0 } ];
var gnode = `<geometry id="${ meshid }" name="${ g.name }"><mesh>`;
// define the geometry node and the vertices for the geometry
var posName = `${ meshid }-position`;
var vertName = `${ meshid }-vertices`;
gnode += getAttribute( bufferGeometry.attributes.position, posName, [ 'X', 'Y', 'Z' ], 'float' );
gnode += `<vertices id="${ vertName }"><input semantic="POSITION" source="#${ posName }" /></vertices>`;
// NOTE: We're not optimizing the attribute arrays here, so they're all the same length and
// can therefore share the same triangle indices. However, MeshLab seems to have trouble opening
// models with attributes that share an offset.
// MeshLab Bug#424: https://sourceforge.net/p/meshlab/bugs/424/
// serialize normals
var triangleInputs = `<input semantic="VERTEX" source="#${ vertName }" offset="0" />`;
if ( 'normal' in bufferGeometry.attributes ) {
var normName = `${ meshid }-normal`;
gnode += getAttribute( bufferGeometry.attributes.normal, normName, [ 'X', 'Y', 'Z' ], 'float' );
triangleInputs += `<input semantic="NORMAL" source="#${ normName }" offset="0" />`;
}
// serialize uvs
if ( 'uv' in bufferGeometry.attributes ) {
var uvName = `${ meshid }-texcoord`;
gnode += getAttribute( bufferGeometry.attributes.uv, uvName, [ 'S', 'T' ], 'float' );
triangleInputs += `<input semantic="TEXCOORD" source="#${ uvName }" offset="0" set="0" />`;
}
// serialize colors
if ( 'color' in bufferGeometry.attributes ) {
var colName = `${ meshid }-color`;
gnode += getAttribute( bufferGeometry.attributes.color, colName, [ 'X', 'Y', 'Z' ], 'uint8' );
triangleInputs += `<input semantic="COLOR" source="#${ colName }" offset="0" />`;
}
var indexArray = null;
if ( bufferGeometry.index ) {
indexArray = attrBufferToArray( bufferGeometry.index );
} else {
indexArray = new Array( indexCount );
for ( var i = 0, l = indexArray.length; i < l; i ++ ) indexArray[ i ] = i;
}
for ( var i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ];
var subarr = subArray( indexArray, group.start, group.count );
var polycount = subarr.length / 3;
gnode += `<triangles material="MESH_MATERIAL_${ group.materialIndex }" count="${ polycount }">`;
gnode += triangleInputs;
gnode += `<p>${ subarr.join( ' ' ) }</p>`;
gnode += '</triangles>';
}
gnode += `</mesh></geometry>`;
libraryGeometries.push( gnode );
info = { meshid: meshid, bufferGeometry: bufferGeometry };
geometryInfo.set( g, info );
}
return info;
}
// Process the given texture into the image library
// Returns the image library
function processTexture( tex ) {
var texid = imageMap.get( tex );
if ( texid == null ) {
texid = `image-${ libraryImages.length + 1 }`;
var ext = 'png';
var name = tex.name || texid;
var imageNode = `<image id="${ texid }" name="${ name }">`;
if ( version === '1.5.0' ) {
imageNode += `<init_from><ref>${ options.textureDirectory }${ name }.${ ext }</ref></init_from>`;
} else {
// version image node 1.4.1
imageNode += `<init_from>${ options.textureDirectory }${ name }.${ ext }</init_from>`;
}
imageNode += '</image>';
libraryImages.push( imageNode );
imageMap.set( tex, texid );
textures.push( {
directory: options.textureDirectory,
name,
ext,
data: imageToData( tex.image, ext ),
original: tex
} );
}
return texid;
}
// Process the given material into the material and effect libraries
// Returns the material id
function processMaterial( m ) {
var matid = materialMap.get( m );
if ( matid == null ) {
matid = `Mat${ libraryEffects.length + 1 }`;
var type = 'phong';
if ( m instanceof MeshLambertMaterial ) {
type = 'lambert';
} else if ( m instanceof MeshBasicMaterial ) {
type = 'constant';
if ( m.map !== null ) {
// The Collada spec does not support diffuse texture maps with the
// constant shader type.
// mrdoob/three.js#15469
console.warn( 'ColladaExporter: Texture maps not supported with MeshBasicMaterial.' );
}
}
var emissive = m.emissive ? m.emissive : new Color( 0, 0, 0 );
var diffuse = m.color ? m.color : new Color( 0, 0, 0 );
var specular = m.specular ? m.specular : new Color( 1, 1, 1 );
var shininess = m.shininess || 0;
var reflectivity = m.reflectivity || 0;
// Do not export and alpha map for the reasons mentioned in issue (#13792)
// in THREE.js alpha maps are black and white, but collada expects the alpha
// channel to specify the transparency
var transparencyNode = '';
if ( m.transparent === true ) {
transparencyNode +=
`<transparent>` +
(
m.map ?
`<texture texture="diffuse-sampler"></texture>` :
'<float>1</float>'
) +
'</transparent>';
if ( m.opacity < 1 ) {
transparencyNode += `<transparency><float>${ m.opacity }</float></transparency>`;
}
}
var techniqueNode = `<technique sid="common"><${ type }>` +
'<emission>' +
(
m.emissiveMap ?
'<texture texture="emissive-sampler" texcoord="TEXCOORD" />' :
`<color sid="emission">${ emissive.r } ${ emissive.g } ${ emissive.b } 1</color>`
) +
'</emission>' +
(
type !== 'constant' ?
'<diffuse>' +
(
m.map ?
'<texture texture="diffuse-sampler" texcoord="TEXCOORD" />' :
`<color sid="diffuse">${ diffuse.r } ${ diffuse.g } ${ diffuse.b } 1</color>`
) +
'</diffuse>'
: ''
) +
(
type === 'phong' ?
`<specular><color sid="specular">${ specular.r } ${ specular.g } ${ specular.b } 1</color></specular>` +
'<shininess>' +
(
m.specularMap ?
'<texture texture="specular-sampler" texcoord="TEXCOORD" />' :
`<float sid="shininess">${ shininess }</float>`
) +
'</shininess>'
: ''
) +
`<reflective><color>${ diffuse.r } ${ diffuse.g } ${ diffuse.b } 1</color></reflective>` +
`<reflectivity><float>${ reflectivity }</float></reflectivity>` +
transparencyNode +
`</${ type }></technique>`;
var effectnode =
`<effect id="${ matid }-effect">` +
'<profile_COMMON>' +
(
m.map ?
'<newparam sid="diffuse-surface"><surface type="2D">' +
`<init_from>${ processTexture( m.map ) }</init_from>` +
'</surface></newparam>' +
'<newparam sid="diffuse-sampler"><sampler2D><source>diffuse-surface</source></sampler2D></newparam>' :
''
) +
(
m.specularMap ?
'<newparam sid="specular-surface"><surface type="2D">' +
`<init_from>${ processTexture( m.specularMap ) }</init_from>` +
'</surface></newparam>' +
'<newparam sid="specular-sampler"><sampler2D><source>specular-surface</source></sampler2D></newparam>' :
''
) +
(
m.emissiveMap ?
'<newparam sid="emissive-surface"><surface type="2D">' +
`<init_from>${ processTexture( m.emissiveMap ) }</init_from>` +
'</surface></newparam>' +
'<newparam sid="emissive-sampler"><sampler2D><source>emissive-surface</source></sampler2D></newparam>' :
''
) +
techniqueNode +
(
m.side === DoubleSide ?
`<extra><technique><double_sided sid="double_sided" type="int">1</double_sided></technique></extra>` :
''
) +
'</profile_COMMON>' +
'</effect>';
libraryMaterials.push( `<material id="${ matid }" name="${ m.name }"><instance_effect url="#${ matid }-effect" /></material>` );
libraryEffects.push( effectnode );
materialMap.set( m, matid );
}
return matid;
}
// Recursively process the object into a scene
function processObject( o ) {
var node = `<node name="${ o.name }">`;
node += getTransform( o );
if ( o instanceof Mesh && o.geometry != null ) {
// function returns the id associated with the mesh and a "BufferGeometry" version
// of the geometry in case it's not a geometry.
var geomInfo = processGeometry( o.geometry );
var meshid = geomInfo.meshid;
var geometry = geomInfo.bufferGeometry;
// ids of the materials to bind to the geometry
var matids = null;
var matidsArray = [];
// get a list of materials to bind to the sub groups of the geometry.
// If the amount of subgroups is greater than the materials, than reuse
// the materials.
var mat = o.material || new MeshBasicMaterial();
var materials = Array.isArray( mat ) ? mat : [ mat ];
if ( geometry.groups.length > materials.length ) {
matidsArray = new Array( geometry.groups.length );
} else {
matidsArray = new Array( materials.length )
}
matids = matidsArray.fill()
.map( ( v, i ) => processMaterial( materials[ i % materials.length ] ) );
node +=
`<instance_geometry url="#${ meshid }">` +
(
matids != null ?
'<bind_material><technique_common>' +
matids.map( ( id, i ) =>
`<instance_material symbol="MESH_MATERIAL_${ i }" target="#${ id }" >` +
'<bind_vertex_input semantic="TEXCOORD" input_semantic="TEXCOORD" input_set="0" />' +
'</instance_material>'
).join( '' ) +
'</technique_common></bind_material>' :
''
) +
'</instance_geometry>';
}
o.children.forEach( c => node += processObject( c ) );
node += '</node>';
return node;
}
var geometryInfo = new WeakMap();
var materialMap = new WeakMap();
var imageMap = new WeakMap();
var textures = [];
var libraryImages = [];
var libraryGeometries = [];
var libraryEffects = [];
var libraryMaterials = [];
var libraryVisualScenes = processObject( object );
var specLink = version === '1.4.1' ? 'http://www.collada.org/2005/11/COLLADASchema' : 'https://www.khronos.org/collada/';
var dae =
'<?xml version="1.0" encoding="UTF-8" standalone="no" ?>' +
`<COLLADA xmlns="${ specLink }" version="${ version }">` +
'<asset>' +
(
'<contributor>' +
'<authoring_tool>THREE.js Collada Exporter</authoring_tool>' +
( options.author !== null ? `<author>${ options.author }</author>` : '' ) +
'</contributor>' +
`<created>${ ( new Date() ).toISOString() }</created>` +
`<modified>${ ( new Date() ).toISOString() }</modified>` +
'<up_axis>Y_UP</up_axis>'
) +
'</asset>';
dae += `<library_images>${ libraryImages.join( '' ) }</library_images>`;
dae += `<library_effects>${ libraryEffects.join( '' ) }</library_effects>`;
dae += `<library_materials>${ libraryMaterials.join( '' ) }</library_materials>`;
dae += `<library_geometries>${ libraryGeometries.join( '' ) }</library_geometries>`;
dae += `<library_visual_scenes><visual_scene id="Scene" name="scene">${ libraryVisualScenes }</visual_scene></library_visual_scenes>`;
dae += '<scene><instance_visual_scene url="#Scene"/></scene>';
dae += '</COLLADA>';
var res = {
data: format( dae ),
textures
};
if ( typeof onDone === 'function' ) {
requestAnimationFrame( () => onDone( res ) );
}
return res;
}
};
export { ColladaExporter };
......@@ -59,36 +59,26 @@ var PATH_PROPERTIES = {
// GLTF Exporter
//------------------------------------------------------------------------------
import {
AnimationClip,
BufferAttribute,
BufferGeometry,
Camera,
ClampToEdgeWrapping,
DoubleSide,
Geometry,
InterpolateDiscrete,
LinearFilter,
LinearMipMapLinearFilter,
LinearMipMapNearestFilter,
Material,
Math,
Mesh,
Math as _Math,
MirroredRepeatWrapping,
NearestFilter,
NearestMipMapLinearFilter,
NearestMipMapNearestFilter,
Object3D,
PropertyBinding,
RGBAFormat,
RGBFormat,
RepeatWrapping,
Scene,
Scenes,
ShaderMaterial,
TriangleFanDrawMode,
TriangleStripDrawMode,
Vector3,
VertexColors
Vector3
} from "../../../build/three.module.js";
var GLTFExporter = function () {};
......@@ -99,7 +89,7 @@ GLTFExporter.prototype = {
/**
* Parse scenes and generate GLTF output
* @param {Scene or [Scenes]} input Scene or Array of Scenes
* @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes
* @param {Function} onDone Callback on completed
* @param {Object} options options
*/
......@@ -244,7 +234,7 @@ GLTFExporter.prototype = {
*/
function isPowerOfTwo( image ) {
return Math.isPowerOfTwo( image.width ) && Math.isPowerOfTwo( image.height );
return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
}
......@@ -373,7 +363,7 @@ GLTFExporter.prototype = {
/**
* Serializes a userData.
*
* @param {Object3D|Material} object
* @param {THREE.Object3D|THREE.Material} object
* @param {Object} gltfProperty
*/
function serializeUserData( object, gltfProperty ) {
......@@ -736,7 +726,7 @@ GLTFExporter.prototype = {
/**
* Process image
* @param {Image} image to process
* @param {Integer} format of the image (e.g. RGBFormat, RGBAFormat etc)
* @param {Integer} format of the image (e.g. THREE.RGBFormat, RGBAFormat etc)
* @param {Boolean} flipY before writing out the image
* @return {Integer} Index of the processed texture in the "images" array
*/
......@@ -777,8 +767,8 @@ GLTFExporter.prototype = {
console.warn( 'GLTFExporter: Resized non-power-of-two image.', image );
canvas.width = Math.floorPowerOfTwo( canvas.width );
canvas.height = Math.floorPowerOfTwo( canvas.height );
canvas.width = _Math.floorPowerOfTwo( canvas.width );
canvas.height = _Math.floorPowerOfTwo( canvas.height );
}
......@@ -897,7 +887,7 @@ GLTFExporter.prototype = {
/**
* Process material
* @param {Material} material Material to process
* @param {THREE.Material} material Material to process
* @return {Integer} Index of the processed material in the "materials" array
*/
function processMaterial( material ) {
......@@ -916,7 +906,7 @@ GLTFExporter.prototype = {
if ( material.isShaderMaterial ) {
console.warn( 'GLTFExporter: ShaderMaterial not supported.' );
console.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' );
return null;
}
......@@ -1101,7 +1091,7 @@ GLTFExporter.prototype = {
/**
* Process mesh
* @param {Mesh} mesh Mesh to process
* @param {THREE.Mesh} mesh Mesh to process
* @return {Integer} Index of the processed mesh in the "meshes" array
*/
function processMesh( mesh ) {
......@@ -1138,7 +1128,7 @@ GLTFExporter.prototype = {
if ( ! geometry.isBufferGeometry ) {
console.warn( 'GLTFExporter: Exporting Geometry will increase file size. Use BufferGeometry instead.' );
console.warn( 'GLTFExporter: Exporting THREE.Geometry will increase file size. Use BufferGeometry instead.' );
var geometryTemp = new BufferGeometry();
geometryTemp.fromGeometry( geometry );
......@@ -1190,7 +1180,7 @@ GLTFExporter.prototype = {
}
// @QUESTION Detect if .vertexColors = VertexColors?
// @QUESTION Detect if .vertexColors = THREE.VertexColors?
// For every attribute create an accessor
var modifiedAttribute = null;
for ( var attributeName in geometry.attributes ) {
......@@ -1432,7 +1422,7 @@ GLTFExporter.prototype = {
/**
* Process camera
* @param {Camera} camera Camera to process
* @param {THREE.Camera} camera Camera to process
* @return {Integer} Index of the processed mesh in the "camera" array
*/
function processCamera( camera ) {
......@@ -1467,7 +1457,7 @@ GLTFExporter.prototype = {
gltfCamera.perspective = {
aspectRatio: camera.aspect,
yfov: Math.degToRad( camera.fov ),
yfov: _Math.degToRad( camera.fov ),
zfar: camera.far <= 0 ? 0.001 : camera.far,
znear: camera.near < 0 ? 0 : camera.near
......@@ -1493,8 +1483,8 @@ GLTFExporter.prototype = {
* Status:
* - Only properties listed in PATH_PROPERTIES may be animated.
*
* @param {AnimationClip} clip
* @param {Object3D} root
* @param {THREE.AnimationClip} clip
* @param {THREE.Object3D} root
* @return {number}
*/
function processAnimation( clip, root ) {
......@@ -1701,7 +1691,7 @@ GLTFExporter.prototype = {
/**
* Process Object3D node
* @param {Object3D} node Object3D to processNode
* @param {THREE.Object3D} node Object3D to processNode
* @return {Integer} Index of the node in the nodes list
*/
function processNode( object ) {
......
/**
* @author takahiro / http://github.com/takahirox
*
* Dependencies
* - mmd-parser https://github.com/takahirox/mmd-parser
*/
import {
Matrix4,
Quaternion,
Vector3
} from "../../../build/three.module.js";
var MMDExporter = function () {
// Unicode to Shift_JIS table
var u2sTable;
function unicodeToShiftjis( str ) {
if ( u2sTable === undefined ) {
var encoder = new MMDParser.CharsetEncoder();
var table = encoder.s2uTable;
u2sTable = {};
var keys = Object.keys( table );
for ( var i = 0, il = keys.length; i < il; i ++ ) {
var key = keys[ i ];
var value = table[ key ];
key = parseInt( key );
u2sTable[ value ] = key;
}
}
var array = [];
for ( var i = 0, il = str.length; i < il; i ++ ) {
var code = str.charCodeAt( i );
var value = u2sTable[ code ];
if ( value === undefined ) {
throw 'cannot convert charcode 0x' + code.toString( 16 );
} else if ( value > 0xff ) {
array.push( ( value >> 8 ) & 0xff );
array.push( value & 0xff );
} else {
array.push( value & 0xff );
}
}
return new Uint8Array( array );
}
function getBindBones( skin ) {
// any more efficient ways?
var poseSkin = skin.clone();
poseSkin.pose();
return poseSkin.skeleton.bones;
}
/* TODO: implement
// mesh -> pmd
this.parsePmd = function ( object ) {
};
*/
/* TODO: implement
// mesh -> pmx
this.parsePmx = function ( object ) {
};
*/
/*
* skeleton -> vpd
* Returns Shift_JIS encoded Uint8Array. Otherwise return strings.
*/
this.parseVpd = function ( skin, outputShiftJis, useOriginalBones ) {
if ( skin.isSkinnedMesh !== true ) {
console.warn( 'THREE.MMDExporter: parseVpd() requires SkinnedMesh instance.' );
return null;
}
function toStringsFromNumber( num ) {
if ( Math.abs( num ) < 1e-6 ) num = 0;
var a = num.toString();
if ( a.indexOf( '.' ) === - 1 ) {
a += '.';
}
a += '000000';
var index = a.indexOf( '.' );
var d = a.slice( 0, index );
var p = a.slice( index + 1, index + 7 );
return d + '.' + p;
}
function toStringsFromArray( array ) {
var a = [];
for ( var i = 0, il = array.length; i < il; i ++ ) {
a.push( toStringsFromNumber( array[ i ] ) );
}
return a.join( ',' );
}
skin.updateMatrixWorld( true );
var bones = skin.skeleton.bones;
var bones2 = getBindBones( skin );
var position = new Vector3();
var quaternion = new Quaternion();
var quaternion2 = new Quaternion();
var matrix = new Matrix4();
var array = [];
array.push( 'Vocaloid Pose Data file' );
array.push( '' );
array.push( ( skin.name !== '' ? skin.name.replace( /\s/g, '_' ) : 'skin' ) + '.osm;' );
array.push( bones.length + ';' );
array.push( '' );
for ( var i = 0, il = bones.length; i < il; i ++ ) {
var bone = bones[ i ];
var bone2 = bones2[ i ];
/*
* use the bone matrix saved before solving IK.
* see CCDIKSolver for the detail.
*/
if ( useOriginalBones === true &&
bone.userData.ik !== undefined &&
bone.userData.ik.originalMatrix !== undefined ) {
matrix.fromArray( bone.userData.ik.originalMatrix );
} else {
matrix.copy( bone.matrix );
}
position.setFromMatrixPosition( matrix );
quaternion.setFromRotationMatrix( matrix );
var pArray = position.sub( bone2.position ).toArray();
var qArray = quaternion2.copy( bone2.quaternion ).conjugate().multiply( quaternion ).toArray();
// right to left
pArray[ 2 ] = - pArray[ 2 ];
qArray[ 0 ] = - qArray[ 0 ];
qArray[ 1 ] = - qArray[ 1 ];
array.push( 'Bone' + i + '{' + bone.name );
array.push( ' ' + toStringsFromArray( pArray ) + ';' );
array.push( ' ' + toStringsFromArray( qArray ) + ';' );
array.push( '}' );
array.push( '' );
}
array.push( '' );
var lines = array.join( '\n' );
return ( outputShiftJis === true ) ? unicodeToShiftjis( lines ) : lines;
};
/* TODO: implement
// animation + skeleton -> vmd
this.parseVmd = function ( object ) {
};
*/
};
export { MMDExporter };
/**
* @author mrdoob / http://mrdoob.com/
*/
import {
BufferGeometry,
Geometry,
Line,
Matrix3,
Mesh,
Vector2,
Vector3
} from "../../../build/three.module.js";
var OBJExporter = function () {};
OBJExporter.prototype = {
constructor: OBJExporter,
parse: function ( object ) {
var output = '';
var indexVertex = 0;
var indexVertexUvs = 0;
var indexNormals = 0;
var vertex = new Vector3();
var normal = new Vector3();
var uv = new Vector2();
var i, j, k, l, m, face = [];
var parseMesh = function ( mesh ) {
var nbVertex = 0;
var nbNormals = 0;
var nbVertexUvs = 0;
var geometry = mesh.geometry;
var normalMatrixWorld = new Matrix3();
if ( geometry instanceof Geometry ) {
geometry = new BufferGeometry().setFromObject( mesh );
}
if ( geometry instanceof BufferGeometry ) {
// shortcuts
var vertices = geometry.getAttribute( 'position' );
var normals = geometry.getAttribute( 'normal' );
var uvs = geometry.getAttribute( 'uv' );
var indices = geometry.getIndex();
// name of the mesh object
output += 'o ' + mesh.name + '\n';
// name of the mesh material
if ( mesh.material && mesh.material.name ) {
output += 'usemtl ' + mesh.material.name + '\n';
}
// vertices
if ( vertices !== undefined ) {
for ( i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
vertex.x = vertices.getX( i );
vertex.y = vertices.getY( i );
vertex.z = vertices.getZ( i );
// transfrom the vertex to world space
vertex.applyMatrix4( mesh.matrixWorld );
// transform the vertex to export format
output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
}
}
// uvs
if ( uvs !== undefined ) {
for ( i = 0, l = uvs.count; i < l; i ++, nbVertexUvs ++ ) {
uv.x = uvs.getX( i );
uv.y = uvs.getY( i );
// transform the uv to export format
output += 'vt ' + uv.x + ' ' + uv.y + '\n';
}
}
// normals
if ( normals !== undefined ) {
normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
for ( i = 0, l = normals.count; i < l; i ++, nbNormals ++ ) {
normal.x = normals.getX( i );
normal.y = normals.getY( i );
normal.z = normals.getZ( i );
// transfrom the normal to world space
normal.applyMatrix3( normalMatrixWorld );
// transform the normal to export format
output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
}
}
// faces
if ( indices !== null ) {
for ( i = 0, l = indices.count; i < l; i += 3 ) {
for ( m = 0; m < 3; m ++ ) {
j = indices.getX( i + m ) + 1;
face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' );
}
// transform the face to export format
output += 'f ' + face.join( ' ' ) + "\n";
}
} else {
for ( i = 0, l = vertices.count; i < l; i += 3 ) {
for ( m = 0; m < 3; m ++ ) {
j = i + m + 1;
face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' );
}
// transform the face to export format
output += 'f ' + face.join( ' ' ) + "\n";
}
}
} else {
console.warn( 'THREE.OBJExporter.parseMesh(): geometry type unsupported', geometry );
}
// update index
indexVertex += nbVertex;
indexVertexUvs += nbVertexUvs;
indexNormals += nbNormals;
};
var parseLine = function ( line ) {
var nbVertex = 0;
var geometry = line.geometry;
var type = line.type;
if ( geometry instanceof Geometry ) {
geometry = new BufferGeometry().setFromObject( line );
}
if ( geometry instanceof BufferGeometry ) {
// shortcuts
var vertices = geometry.getAttribute( 'position' );
// name of the line object
output += 'o ' + line.name + '\n';
if ( vertices !== undefined ) {
for ( i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) {
vertex.x = vertices.getX( i );
vertex.y = vertices.getY( i );
vertex.z = vertices.getZ( i );
// transfrom the vertex to world space
vertex.applyMatrix4( line.matrixWorld );
// transform the vertex to export format
output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';
}
}
if ( type === 'Line' ) {
output += 'l ';
for ( j = 1, l = vertices.count; j <= l; j ++ ) {
output += ( indexVertex + j ) + ' ';
}
output += '\n';
}
if ( type === 'LineSegments' ) {
for ( j = 1, k = j + 1, l = vertices.count; j < l; j += 2, k = j + 1 ) {
output += 'l ' + ( indexVertex + j ) + ' ' + ( indexVertex + k ) + '\n';
}
}
} else {
console.warn( 'THREE.OBJExporter.parseLine(): geometry type unsupported', geometry );
}
// update index
indexVertex += nbVertex;
};
object.traverse( function ( child ) {
if ( child instanceof Mesh ) {
parseMesh( child );
}
if ( child instanceof Line ) {
parseLine( child );
}
} );
return output;
}
};
export { OBJExporter };
/**
* @author Garrett Johnson / http://gkjohnson.github.io/
* https://github.com/gkjohnson/ply-exporter-js
*
* Usage:
* var exporter = new PLYExporter();
*
* // second argument is a list of options
* exporter.parse(mesh, data => console.log(data), { binary: true, excludeAttributes: [ 'color' ] });
*
* Format Definition:
* http://paulbourke.net/dataformats/ply/
*/
import {
BufferGeometry,
Matrix3,
Vector3
} from "../../../build/three.module.js";
var PLYExporter = function () {};
PLYExporter.prototype = {
constructor: PLYExporter,
parse: function ( object, onDone, options ) {
if ( onDone && typeof onDone === 'object' ) {
console.warn( 'THREE.PLYExporter: The options parameter is now the third argument to the "parse" function. See the documentation for the new API.' );
options = onDone;
onDone = undefined;
}
// Iterate over the valid meshes in the object
function traverseMeshes( cb ) {
object.traverse( function ( child ) {
if ( child.isMesh === true ) {
var mesh = child;
var geometry = mesh.geometry;
if ( geometry.isGeometry === true ) {
geometry = geomToBufferGeom.get( geometry );
}
if ( geometry.isBufferGeometry === true ) {
if ( geometry.getAttribute( 'position' ) !== undefined ) {
cb( mesh, geometry );
}
}
}
} );
}
// Default options
var defaultOptions = {
binary: false,
excludeAttributes: [] // normal, uv, color, index
};
options = Object.assign( defaultOptions, options );
var excludeAttributes = options.excludeAttributes;
var geomToBufferGeom = new WeakMap();
var includeNormals = false;
var includeColors = false;
var includeUVs = false;
// count the vertices, check which properties are used,
// and cache the BufferGeometry
var vertexCount = 0;
var faceCount = 0;
object.traverse( function ( child ) {
if ( child.isMesh === true ) {
var mesh = child;
var geometry = mesh.geometry;
if ( geometry.isGeometry === true ) {
var bufferGeometry = geomToBufferGeom.get( geometry ) || new BufferGeometry().setFromObject( mesh );
geomToBufferGeom.set( geometry, bufferGeometry );
geometry = bufferGeometry;
}
if ( geometry.isBufferGeometry === true ) {
var vertices = geometry.getAttribute( 'position' );
var normals = geometry.getAttribute( 'normal' );
var uvs = geometry.getAttribute( 'uv' );
var colors = geometry.getAttribute( 'color' );
var indices = geometry.getIndex();
if ( vertices === undefined ) {
return;
}
vertexCount += vertices.count;
faceCount += indices ? indices.count / 3 : vertices.count / 3;
if ( normals !== undefined ) includeNormals = true;
if ( uvs !== undefined ) includeUVs = true;
if ( colors !== undefined ) includeColors = true;
}
}
} );
var includeIndices = excludeAttributes.indexOf( 'index' ) === - 1;
includeNormals = includeNormals && excludeAttributes.indexOf( 'normal' ) === - 1;
includeColors = includeColors && excludeAttributes.indexOf( 'color' ) === - 1;
includeUVs = includeUVs && excludeAttributes.indexOf( 'uv' ) === - 1;
if ( includeIndices && faceCount !== Math.floor( faceCount ) ) {
// point cloud meshes will not have an index array and may not have a
// number of vertices that is divisble by 3 (and therefore representable
// as triangles)
console.error(
'PLYExporter: Failed to generate a valid PLY file with triangle indices because the ' +
'number of indices is not divisible by 3.'
);
return null;
}
// get how many bytes will be needed to save out the faces
// so we can use a minimal amount of memory / data
var indexByteCount = 1;
if ( vertexCount > 256 ) { // 2^8 bits
indexByteCount = 2;
}
if ( vertexCount > 65536 ) { // 2^16 bits
indexByteCount = 4;
}
var header =
'ply\n' +
`format ${ options.binary ? 'binary_big_endian' : 'ascii' } 1.0\n` +
`element vertex ${vertexCount}\n` +
// position
'property float x\n' +
'property float y\n' +
'property float z\n';
if ( includeNormals === true ) {
// normal
header +=
'property float nx\n' +
'property float ny\n' +
'property float nz\n';
}
if ( includeUVs === true ) {
// uvs
header +=
'property float s\n' +
'property float t\n';
}
if ( includeColors === true ) {
// colors
header +=
'property uchar red\n' +
'property uchar green\n' +
'property uchar blue\n';
}
if ( includeIndices === true ) {
// faces
header +=
`element face ${faceCount}\n` +
`property list uchar uint${ indexByteCount * 8 } vertex_index\n`;
}
header += 'end_header\n';
// Generate attribute data
var vertex = new Vector3();
var normalMatrixWorld = new Matrix3();
var result = null;
if ( options.binary === true ) {
// Binary File Generation
var headerBin = new TextEncoder().encode( header );
// 3 position values at 4 bytes
// 3 normal values at 4 bytes
// 3 color channels with 1 byte
// 2 uv values at 4 bytes
var vertexListLength = vertexCount * ( 4 * 3 + ( includeNormals ? 4 * 3 : 0 ) + ( includeColors ? 3 : 0 ) + ( includeUVs ? 4 * 2 : 0 ) );
// 1 byte shape desciptor
// 3 vertex indices at ${indexByteCount} bytes
var faceListLength = includeIndices ? faceCount * ( indexByteCount * 3 + 1 ) : 0;
var output = new DataView( new ArrayBuffer( headerBin.length + vertexListLength + faceListLength ) );
new Uint8Array( output.buffer ).set( headerBin, 0 );
var vOffset = headerBin.length;
var fOffset = headerBin.length + vertexListLength;
var writtenVertices = 0;
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 );
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
output.setFloat32( vOffset, vertex.x );
vOffset += 4;
output.setFloat32( vOffset, vertex.y );
vOffset += 4;
output.setFloat32( vOffset, vertex.z );
vOffset += 4;
// 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 );
output.setFloat32( vOffset, vertex.x );
vOffset += 4;
output.setFloat32( vOffset, vertex.y );
vOffset += 4;
output.setFloat32( vOffset, vertex.z );
vOffset += 4;
} else {
output.setFloat32( vOffset, 0 );
vOffset += 4;
output.setFloat32( vOffset, 0 );
vOffset += 4;
output.setFloat32( vOffset, 0 );
vOffset += 4;
}
}
// UV information
if ( includeUVs === true ) {
if ( uvs != null ) {
output.setFloat32( vOffset, uvs.getX( i ) );
vOffset += 4;
output.setFloat32( vOffset, uvs.getY( i ) );
vOffset += 4;
} else if ( includeUVs !== false ) {
output.setFloat32( vOffset, 0 );
vOffset += 4;
output.setFloat32( vOffset, 0 );
vOffset += 4;
}
}
// Color information
if ( includeColors === true ) {
if ( colors != null ) {
output.setUint8( vOffset, Math.floor( colors.getX( i ) * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( colors.getY( i ) * 255 ) );
vOffset += 1;
output.setUint8( vOffset, Math.floor( colors.getZ( i ) * 255 ) );
vOffset += 1;
} else {
output.setUint8( vOffset, 255 );
vOffset += 1;
output.setUint8( vOffset, 255 );
vOffset += 1;
output.setUint8( vOffset, 255 );
vOffset += 1;
}
}
}
if ( includeIndices === true ) {
// Create the face list
var faceIndexFunc = `setUint${indexByteCount * 8}`;
if ( indices !== null ) {
for ( var i = 0, l = indices.count; i < l; i += 3 ) {
output.setUint8( fOffset, 3 );
fOffset += 1;
output[ faceIndexFunc ]( fOffset, indices.getX( i + 0 ) + writtenVertices );
fOffset += indexByteCount;
output[ faceIndexFunc ]( fOffset, indices.getX( i + 1 ) + writtenVertices );
fOffset += indexByteCount;
output[ faceIndexFunc ]( fOffset, indices.getX( i + 2 ) + writtenVertices );
fOffset += indexByteCount;
}
} else {
for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
output.setUint8( fOffset, 3 );
fOffset += 1;
output[ faceIndexFunc ]( fOffset, writtenVertices + i );
fOffset += indexByteCount;
output[ faceIndexFunc ]( fOffset, writtenVertices + i + 1 );
fOffset += indexByteCount;
output[ faceIndexFunc ]( fOffset, writtenVertices + i + 2 );
fOffset += indexByteCount;
}
}
}
// Save the amount of verts we've already written so we can offset
// the face index on the next mesh
writtenVertices += vertices.count;
} );
result = output.buffer;
} 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 ) {
for ( var i = 0, l = indices.count; i < l; i += 3 ) {
faceList += `3 ${ indices.getX( i + 0 ) + writtenVertices }`;
faceList += ` ${ indices.getX( i + 1 ) + writtenVertices }`;
faceList += ` ${ indices.getX( i + 2 ) + writtenVertices }\n`;
}
} else {
for ( var i = 0, l = vertices.count; i < l; i += 3 ) {
faceList += `3 ${ writtenVertices + i } ${ writtenVertices + i + 1 } ${ writtenVertices + i + 2 }\n`;
}
}
faceCount += indices ? indices.count / 3 : vertices.count / 3;
}
writtenVertices += vertices.count;
} );
result = `${ header }${vertexList}\n${ includeIndices ? `${faceList}\n` : '' }`;
}
if ( typeof onDone === 'function' ) requestAnimationFrame( () => onDone( result ) );
return result;
}
};
export { PLYExporter };
/**
* @author kovacsv / http://kovacsv.hu/
* @author mrdoob / http://mrdoob.com/
* @author mudcube / http://mudcu.be/
* @author Mugen87 / https://github.com/Mugen87
*
* Usage:
* var exporter = new STLExporter();
*
* // second argument is a list of options
* var data = exporter.parse( mesh, { binary: true } );
*
*/
import {
Geometry,
Matrix3,
Vector3
} from "../../../build/three.module.js";
var STLExporter = function () {};
STLExporter.prototype = {
constructor: STLExporter,
parse: ( function () {
var vector = new Vector3();
var normalMatrixWorld = new Matrix3();
return function parse( scene, options ) {
if ( options === undefined ) options = {};
var binary = options.binary !== undefined ? options.binary : false;
//
var objects = [];
var triangles = 0;
scene.traverse( function ( object ) {
if ( object.isMesh ) {
var geometry = object.geometry;
if ( geometry.isBufferGeometry ) {
geometry = new Geometry().fromBufferGeometry( geometry );
}
if ( geometry.isGeometry ) {
triangles += geometry.faces.length;
objects.push( {
geometry: geometry,
matrixWorld: object.matrixWorld
} );
}
}
} );
if ( binary ) {
var offset = 80; // skip header
var bufferLength = triangles * 2 + triangles * 3 * 4 * 4 + 80 + 4;
var arrayBuffer = new ArrayBuffer( bufferLength );
var output = new DataView( arrayBuffer );
output.setUint32( offset, triangles, true ); offset += 4;
for ( var i = 0, il = objects.length; i < il; i ++ ) {
var object = objects[ i ];
var vertices = object.geometry.vertices;
var faces = object.geometry.faces;
var matrixWorld = object.matrixWorld;
normalMatrixWorld.getNormalMatrix( matrixWorld );
for ( var j = 0, jl = faces.length; j < jl; j ++ ) {
var face = faces[ j ];
vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize();
output.setFloat32( offset, vector.x, true ); offset += 4; // normal
output.setFloat32( offset, vector.y, true ); offset += 4;
output.setFloat32( offset, vector.z, true ); offset += 4;
var indices = [ face.a, face.b, face.c ];
for ( var k = 0; k < 3; k ++ ) {
vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld );
output.setFloat32( offset, vector.x, true ); offset += 4; // vertices
output.setFloat32( offset, vector.y, true ); offset += 4;
output.setFloat32( offset, vector.z, true ); offset += 4;
}
output.setUint16( offset, 0, true ); offset += 2; // attribute byte count
}
}
return output;
} else {
var output = '';
output += 'solid exported\n';
for ( var i = 0, il = objects.length; i < il; i ++ ) {
var object = objects[ i ];
var vertices = object.geometry.vertices;
var faces = object.geometry.faces;
var matrixWorld = object.matrixWorld;
normalMatrixWorld.getNormalMatrix( matrixWorld );
for ( var j = 0, jl = faces.length; j < jl; j ++ ) {
var face = faces[ j ];
vector.copy( face.normal ).applyMatrix3( normalMatrixWorld ).normalize();
output += '\tfacet normal ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n';
output += '\t\touter loop\n';
var indices = [ face.a, face.b, face.c ];
for ( var k = 0; k < 3; k ++ ) {
vector.copy( vertices[ indices[ k ] ] ).applyMatrix4( matrixWorld );
output += '\t\t\tvertex ' + vector.x + ' ' + vector.y + ' ' + vector.z + '\n';
}
output += '\t\tendloop\n';
output += '\tendfacet\n';
}
}
output += 'endsolid exported\n';
return output;
}
};
}() )
};
export { STLExporter };
/**
* @author mrdoob / http://mrdoob.com/
*/
var TypedGeometryExporter = function () {};
TypedGeometryExporter.prototype = {
constructor: TypedGeometryExporter,
parse: function ( geometry ) {
var output = {
metadata: {
version: 4.0,
type: 'TypedGeometry',
generator: 'TypedGeometryExporter'
}
};
var attributes = [ 'vertices', 'normals', 'uvs' ];
for ( var key in attributes ) {
var attribute = attributes[ key ];
var typedArray = geometry[ attribute ];
var array = [];
for ( var i = 0, l = typedArray.length; i < l; i ++ ) {
array[ i ] = typedArray[ i ];
}
output[ attribute ] = array;
}
var boundingSphere = geometry.boundingSphere;
if ( boundingSphere !== null ) {
output.boundingSphere = {
center: boundingSphere.center.toArray(),
radius: boundingSphere.radius
};
}
return output;
}
};
export { TypedGeometryExporter };
......@@ -44,7 +44,7 @@ import {
Loader,
LoaderUtils,
Material,
Math,
Math as _Math,
Matrix3,
Matrix4,
Mesh,
......@@ -2793,7 +2793,7 @@ var GLTFLoader = ( function () {
if ( cameraDef.type === 'perspective' ) {
camera = new PerspectiveCamera( Math.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );
camera = new PerspectiveCamera( _Math.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );
} else if ( cameraDef.type === 'orthographic' ) {
......
......@@ -12,7 +12,12 @@ var files = [
{ path: 'controls/MapControls.js', ignoreList: [] },
{ path: 'controls/TrackballControls.js', ignoreList: [] },
// { path: 'controls/TransformControls.js', ignoreList: [] },
{ path: 'exporters/GLTFExporter.js', ignoreList: [] },
{ path: 'exporters/GLTFExporter.js', ignoreList: ['AnimationClip', 'Camera', 'Geometry', 'Material', 'Mesh', 'Object3D', 'RGBFormat', 'Scenes', 'ShaderMaterial', 'VertexColors' ] },
{ path: 'exporters/MMDExporter.js', ignoreList: [] },
{ path: 'exporters/OBJExporter.js', ignoreList: [] },
{ path: 'exporters/PLYExporter.js', ignoreList: [] },
{ path: 'exporters/STLExporter.js', ignoreList: [] },
{ path: 'exporters/TypedGeometryExporter.js', ignoreList: [] },
{ path: 'loaders/GLTFLoader.js', ignoreList: [ 'NoSide', 'Matrix2', 'DDSLoader' ] },
{ path: 'loaders/OBJLoader.js', ignoreList: [] },
{ path: 'loaders/MTLLoader.js', ignoreList: [] }
......@@ -51,6 +56,14 @@ function convert( path, ignoreList ) {
if ( p1 === '\'' ) return match; // Inside a string
if ( p2 === className ) return `${p2}${p3}`;
if ( p1 === 'Math' ) {
dependencies[ '_Math' ] = true;
return '_Math.';
}
return match;
} );
......@@ -69,26 +82,40 @@ function convert( path, ignoreList ) {
// constants
contents = contents.replace( /THREE\.([a-zA-Z0-9]+)/g, function ( match, p1 ) {
contents = contents.replace( /(\'?)THREE\.([a-zA-Z0-9]+)/g, function ( match, p1, p2 ) {
if ( ignoreList.includes( p1 ) ) return match;
if ( p1 === className ) return match;
if ( ignoreList.includes( p2 ) ) return match;
if ( p1 === '\'' ) return match; // Inside a string
if ( p2 === className ) return p2;
dependencies[ p1 ] = true;
if ( p2 === 'Math' || p2 === '_Math' ) {
dependencies[ '_Math' ] = true;
return '_Math';
}
dependencies[ p2 ] = true;
// console.log( match, p1 );
// console.log( match, p2 );
return `${p1}`;
return `${p2}`;
} );
//
var keys = Object.keys( dependencies ).sort().map( value => '\n\t' + value ).toString();
var keys = Object.keys( dependencies )
.filter( value => value !== className )
.map( value => value === '_Math' ? 'Math as _Math' : value )
.map( value => '\n\t' + value )
.sort()
.toString();
var imports = `import {${keys}\n} from "../../../build/three.module.js";`;
var exports = `export { ${className} };\n`;
var output = contents.replace( '_IMPORTS_', imports ) + '\n' + exports;
var output = contents.replace( '_IMPORTS_', keys ? imports : '' ) + '\n' + exports;
// console.log( output );
......
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