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author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/contrib/draco/README.md | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/contrib/draco/README.md')
-rw-r--r-- | src/mesh/assimp-master/contrib/draco/README.md | 478 |
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diff --git a/src/mesh/assimp-master/contrib/draco/README.md b/src/mesh/assimp-master/contrib/draco/README.md new file mode 100644 index 0000000..0d980b3 --- /dev/null +++ b/src/mesh/assimp-master/contrib/draco/README.md @@ -0,0 +1,478 @@ +<p align="center"> +<img width="350px" src="docs/artwork/draco3d-vert.svg" /> +</p> + +[![Build Status](https://github.com/google/draco/workflows/Build/badge.svg)](https://github.com/google/draco/actions?query=workflow%3ABuild) + +News +======= +### Version 1.4.1 release +* Using the versioned www.gstatic.com WASM and Javascript decoders is now + recommended. To use v1.4.1, use this URL: + * https://www.gstatic.com/draco/versioned/decoders/1.4.1/* + * Replace the * with the files to load. E.g. + * https://www.gstatic.com/draco/versioned/decoders/1.4.1/draco_decoder.js + * This works with the v1.3.6 and v1.4.0 releases, and will work with future + Draco releases. +* Bug fixes + +### Version 1.4.0 release +* WASM and JavaScript decoders are hosted from a static URL. + * It is recommended to always pull your Draco WASM and JavaScript decoders from this URL: + * https://www.gstatic.com/draco/v1/decoders/* + * Replace * with the files to load. E.g. + * https://www.gstatic.com/draco/v1/decoders/draco_decoder_gltf.wasm + * Users will benefit from having the Draco decoder in cache as more sites start using the static URL +* Changed npm modules to use WASM, which increased performance by ~200%. +* Updated Emscripten to 2.0. + * This causes the Draco codec modules to return a promise instead of the module directly. + * Please see the example code on how to handle the promise. +* Changed NORMAL quantization default to 8. +* Added new array API to decoder and deprecated DecoderBuffer. + * See PR https://github.com/google/draco/issues/513 for more information. +* Changed WASM/JavaScript behavior of catching exceptions. + * See issue https://github.com/google/draco/issues/629 for more information. +* Code cleanup. +* Emscripten builds now disable NODEJS_CATCH_EXIT and NODEJS_CATCH_REJECTION. + * Authors of a CLI tool might want to add their own error handlers. +* Added Maya plugin builds. +* Unity plugin builds updated. + * Builds are now stored as archives. + * Added iOS build. + * Unity users may want to look into https://github.com/atteneder/DracoUnity. +* Bug fixes. + +### Version 1.3.6 release +* WASM and JavaScript decoders are now hosted from a static URL + * It is recommended to always pull your Draco WASM and JavaScript decoders from this URL: + * https://www.gstatic.com/draco/v1/decoders/* + * Replace * with the files to load. E.g. + * https://www.gstatic.com/draco/v1/decoders/draco_decoder_gltf.wasm + * Users will benefit from having the Draco decoder in cache as more sites start using the static URL +* Changed web examples to pull Draco decoders from static URL +* Added new API to Draco WASM decoder, which increased performance by ~15% +* Decreased Draco WASM decoder size by ~20% +* Added support for generic and multiple attributes to Draco Unity plug-ins +* Added new API to Draco Unity, which increased decoder performance by ~15% +* Changed quantization defaults: + * POSITION: 11 + * NORMAL: 7 + * TEX_COORD: 10 + * COLOR: 8 + * GENERIC: 8 +* Code cleanup +* Bug fixes + +### Version 1.3.5 release +* Added option to build Draco for Universal Scene Description +* Code cleanup +* Bug fixes + +### Version 1.3.4 release +* Released Draco Animation code +* Fixes for Unity +* Various file location and name changes + +### Version 1.3.3 release +* Added ExpertEncoder to the Javascript API + * Allows developers to set quantization options per attribute id +* Bug fixes + +### Version 1.3.2 release +* Bug fixes + +### Version 1.3.1 release +* Fix issue with multiple attributes when skipping an attribute transform + +### Version 1.3.0 release +* Improved kD-tree based point cloud encoding + * Now applicable to point clouds with any number of attributes + * Support for all integer attribute types and quantized floating point types +* Improved mesh compression up to 10% (on average ~2%) + * For meshes, the 1.3.0 bitstream is fully compatible with 1.2.x decoders +* Improved Javascript API + * Added support for all signed and unsigned integer types + * Added support for point clouds to our Javascript encoder API +* Added support for integer properties to the PLY decoder +* Bug fixes + +### Previous releases +https://github.com/google/draco/releases + +Description +=========== + +Draco is a library for compressing and decompressing 3D geometric [meshes] and +[point clouds]. It is intended to improve the storage and transmission of 3D +graphics. + +Draco was designed and built for compression efficiency and speed. The code +supports compressing points, connectivity information, texture coordinates, +color information, normals, and any other generic attributes associated with +geometry. With Draco, applications using 3D graphics can be significantly +smaller without compromising visual fidelity. For users, this means apps can +now be downloaded faster, 3D graphics in the browser can load quicker, and VR +and AR scenes can now be transmitted with a fraction of the bandwidth and +rendered quickly. + +Draco is released as C++ source code that can be used to compress 3D graphics +as well as C++ and Javascript decoders for the encoded data. + + +_**Contents**_ + + * [Building](#building) + * [Usage](#usage) + * [Unity](#unity) + * [WASM and JavaScript Decoders](#WASM-and-JavaScript-Decoders) + * [Command Line Applications](#command-line-applications) + * [Encoding Tool](#encoding-tool) + * [Encoding Point Clouds](#encoding-point-clouds) + * [Decoding Tool](#decoding-tool) + * [C++ Decoder API](#c-decoder-api) + * [Javascript Encoder API](#javascript-encoder-api) + * [Javascript Decoder API](#javascript-decoder-api) + * [Javascript Decoder Performance](#javascript-decoder-performance) + * [Metadata API](#metadata-api) + * [NPM Package](#npm-package) + * [three.js Renderer Example](#threejs-renderer-example) + * [Support](#support) + * [License](#license) + * [References](#references) + + +Building +======== +See [BUILDING](BUILDING.md) for building instructions. + + +Usage +====== + +Unity +----- +For the best information about using Unity with Draco please visit https://github.com/atteneder/DracoUnity + +For a simple example of using Unity with Draco see [README](unity/README.md) in the unity folder. + +WASM and JavaScript Decoders +---------------------------- + +It is recommended to always pull your Draco WASM and JavaScript decoders from: + +~~~~~ bash +https://www.gstatic.com/draco/v1/decoders/ +~~~~~ + +Users will benefit from having the Draco decoder in cache as more sites start using the static URL. + +Command Line Applications +------------------------ + +The default target created from the build files will be the `draco_encoder` +and `draco_decoder` command line applications. For both applications, if you +run them without any arguments or `-h`, the applications will output usage and +options. + +Encoding Tool +------------- + +`draco_encoder` will read OBJ or PLY files as input, and output Draco-encoded +files. We have included Stanford's [Bunny] mesh for testing. The basic command +line looks like this: + +~~~~~ bash +./draco_encoder -i testdata/bun_zipper.ply -o out.drc +~~~~~ + +A value of `0` for the quantization parameter will not perform any quantization +on the specified attribute. Any value other than `0` will quantize the input +values for the specified attribute to that number of bits. For example: + +~~~~~ bash +./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14 +~~~~~ + +will quantize the positions to 14 bits (default is 11 for the position +coordinates). + +In general, the more you quantize your attributes the better compression rate +you will get. It is up to your project to decide how much deviation it will +tolerate. In general, most projects can set quantization values of about `11` +without any noticeable difference in quality. + +The compression level (`-cl`) parameter turns on/off different compression +features. + +~~~~~ bash +./draco_encoder -i testdata/bun_zipper.ply -o out.drc -cl 8 +~~~~~ + +In general, the highest setting, `10`, will have the most compression but +worst decompression speed. `0` will have the least compression, but best +decompression speed. The default setting is `7`. + +Encoding Point Clouds +--------------------- + +You can encode point cloud data with `draco_encoder` by specifying the +`-point_cloud` parameter. If you specify the `-point_cloud` parameter with a +mesh input file, `draco_encoder` will ignore the connectivity data and encode +the positions from the mesh file. + +~~~~~ bash +./draco_encoder -point_cloud -i testdata/bun_zipper.ply -o out.drc +~~~~~ + +This command line will encode the mesh input as a point cloud, even though the +input might not produce compression that is representative of other point +clouds. Specifically, one can expect much better compression rates for larger +and denser point clouds. + +Decoding Tool +------------- + +`draco_decoder` will read Draco files as input, and output OBJ or PLY files. +The basic command line looks like this: + +~~~~~ bash +./draco_decoder -i in.drc -o out.obj +~~~~~ + +C++ Decoder API +------------- + +If you'd like to add decoding to your applications you will need to include +the `draco_dec` library. In order to use the Draco decoder you need to +initialize a `DecoderBuffer` with the compressed data. Then call +`DecodeMeshFromBuffer()` to return a decoded mesh object or call +`DecodePointCloudFromBuffer()` to return a decoded `PointCloud` object. For +example: + +~~~~~ cpp +draco::DecoderBuffer buffer; +buffer.Init(data.data(), data.size()); + +const draco::EncodedGeometryType geom_type = + draco::GetEncodedGeometryType(&buffer); +if (geom_type == draco::TRIANGULAR_MESH) { + unique_ptr<draco::Mesh> mesh = draco::DecodeMeshFromBuffer(&buffer); +} else if (geom_type == draco::POINT_CLOUD) { + unique_ptr<draco::PointCloud> pc = draco::DecodePointCloudFromBuffer(&buffer); +} +~~~~~ + +Please see [src/draco/mesh/mesh.h](src/draco/mesh/mesh.h) for the full `Mesh` class interface and +[src/draco/point_cloud/point_cloud.h](src/draco/point_cloud/point_cloud.h) for the full `PointCloud` class interface. + + +Javascript Encoder API +---------------------- +The Javascript encoder is located in `javascript/draco_encoder.js`. The encoder +API can be used to compress mesh and point cloud. In order to use the encoder, +you need to first create an instance of `DracoEncoderModule`. Then use this +instance to create `MeshBuilder` and `Encoder` objects. `MeshBuilder` is used +to construct a mesh from geometry data that could be later compressed by +`Encoder`. First create a mesh object using `new encoderModule.Mesh()` . Then, +use `AddFacesToMesh()` to add indices to the mesh and use +`AddFloatAttributeToMesh()` to add attribute data to the mesh, e.g. position, +normal, color and texture coordinates. After a mesh is constructed, you could +then use `EncodeMeshToDracoBuffer()` to compress the mesh. For example: + +~~~~~ js +const mesh = { + indices : new Uint32Array(indices), + vertices : new Float32Array(vertices), + normals : new Float32Array(normals) +}; + +const encoderModule = DracoEncoderModule(); +const encoder = new encoderModule.Encoder(); +const meshBuilder = new encoderModule.MeshBuilder(); +const dracoMesh = new encoderModule.Mesh(); + +const numFaces = mesh.indices.length / 3; +const numPoints = mesh.vertices.length; +meshBuilder.AddFacesToMesh(dracoMesh, numFaces, mesh.indices); + +meshBuilder.AddFloatAttributeToMesh(dracoMesh, encoderModule.POSITION, + numPoints, 3, mesh.vertices); +if (mesh.hasOwnProperty('normals')) { + meshBuilder.AddFloatAttributeToMesh( + dracoMesh, encoderModule.NORMAL, numPoints, 3, mesh.normals); +} +if (mesh.hasOwnProperty('colors')) { + meshBuilder.AddFloatAttributeToMesh( + dracoMesh, encoderModule.COLOR, numPoints, 3, mesh.colors); +} +if (mesh.hasOwnProperty('texcoords')) { + meshBuilder.AddFloatAttributeToMesh( + dracoMesh, encoderModule.TEX_COORD, numPoints, 3, mesh.texcoords); +} + +if (method === "edgebreaker") { + encoder.SetEncodingMethod(encoderModule.MESH_EDGEBREAKER_ENCODING); +} else if (method === "sequential") { + encoder.SetEncodingMethod(encoderModule.MESH_SEQUENTIAL_ENCODING); +} + +const encodedData = new encoderModule.DracoInt8Array(); +// Use default encoding setting. +const encodedLen = encoder.EncodeMeshToDracoBuffer(dracoMesh, + encodedData); +encoderModule.destroy(dracoMesh); +encoderModule.destroy(encoder); +encoderModule.destroy(meshBuilder); + +~~~~~ +Please see [src/draco/javascript/emscripten/draco_web_encoder.idl](src/draco/javascript/emscripten/draco_web_encoder.idl) for the full API. + +Javascript Decoder API +---------------------- + +The Javascript decoder is located in [javascript/draco_decoder.js](javascript/draco_decoder.js). The +Javascript decoder can decode mesh and point cloud. In order to use the +decoder, you must first create an instance of `DracoDecoderModule`. The +instance is then used to create `DecoderBuffer` and `Decoder` objects. Set +the encoded data in the `DecoderBuffer`. Then call `GetEncodedGeometryType()` +to identify the type of geometry, e.g. mesh or point cloud. Then call either +`DecodeBufferToMesh()` or `DecodeBufferToPointCloud()`, which will return +a Mesh object or a point cloud. For example: + +~~~~~ js +// Create the Draco decoder. +const decoderModule = DracoDecoderModule(); +const buffer = new decoderModule.DecoderBuffer(); +buffer.Init(byteArray, byteArray.length); + +// Create a buffer to hold the encoded data. +const decoder = new decoderModule.Decoder(); +const geometryType = decoder.GetEncodedGeometryType(buffer); + +// Decode the encoded geometry. +let outputGeometry; +let status; +if (geometryType == decoderModule.TRIANGULAR_MESH) { + outputGeometry = new decoderModule.Mesh(); + status = decoder.DecodeBufferToMesh(buffer, outputGeometry); +} else { + outputGeometry = new decoderModule.PointCloud(); + status = decoder.DecodeBufferToPointCloud(buffer, outputGeometry); +} + +// You must explicitly delete objects created from the DracoDecoderModule +// or Decoder. +decoderModule.destroy(outputGeometry); +decoderModule.destroy(decoder); +decoderModule.destroy(buffer); +~~~~~ + +Please see [src/draco/javascript/emscripten/draco_web_decoder.idl](src/draco/javascript/emscripten/draco_web_decoder.idl) for the full API. + +Javascript Decoder Performance +------------------------------ + +The Javascript decoder is built with dynamic memory. This will let the decoder +work with all of the compressed data. But this option is not the fastest. +Pre-allocating the memory sees about a 2x decoder speed improvement. If you +know all of your project's memory requirements, you can turn on static memory +by changing `CMakeLists.txt` accordingly. + +Metadata API +------------ +Starting from v1.0, Draco provides metadata functionality for encoding data +other than geometry. It could be used to encode any custom data along with the +geometry. For example, we can enable metadata functionality to encode the name +of attributes, name of sub-objects and customized information. +For one mesh and point cloud, it can have one top-level geometry metadata class. +The top-level metadata then can have hierarchical metadata. Other than that, +the top-level metadata can have metadata for each attribute which is called +attribute metadata. The attribute metadata should be initialized with the +correspondent attribute id within the mesh. The metadata API is provided both +in C++ and Javascript. +For example, to add metadata in C++: + +~~~~~ cpp +draco::PointCloud pc; +// Add metadata for the geometry. +std::unique_ptr<draco::GeometryMetadata> metadata = + std::unique_ptr<draco::GeometryMetadata>(new draco::GeometryMetadata()); +metadata->AddEntryString("description", "This is an example."); +pc.AddMetadata(std::move(metadata)); + +// Add metadata for attributes. +draco::GeometryAttribute pos_att; +pos_att.Init(draco::GeometryAttribute::POSITION, nullptr, 3, + draco::DT_FLOAT32, false, 12, 0); +const uint32_t pos_att_id = pc.AddAttribute(pos_att, false, 0); + +std::unique_ptr<draco::AttributeMetadata> pos_metadata = + std::unique_ptr<draco::AttributeMetadata>( + new draco::AttributeMetadata(pos_att_id)); +pos_metadata->AddEntryString("name", "position"); + +// Directly add attribute metadata to geometry. +// You can do this without explicitly add |GeometryMetadata| to mesh. +pc.AddAttributeMetadata(pos_att_id, std::move(pos_metadata)); +~~~~~ + +To read metadata from a geometry in C++: + +~~~~~ cpp +// Get metadata for the geometry. +const draco::GeometryMetadata *pc_metadata = pc.GetMetadata(); + +// Request metadata for a specific attribute. +const draco::AttributeMetadata *requested_pos_metadata = + pc.GetAttributeMetadataByStringEntry("name", "position"); +~~~~~ + +Please see [src/draco/metadata](src/draco/metadata) and [src/draco/point_cloud](src/draco/point_cloud) for the full API. + +NPM Package +----------- +Draco NPM NodeJS package is located in [javascript/npm/draco3d](javascript/npm/draco3d). Please see the +doc in the folder for detailed usage. + +three.js Renderer Example +------------------------- + +Here's an [example] of a geometric compressed with Draco loaded via a +Javascript decoder using the `three.js` renderer. + +Please see the [javascript/example/README.md](javascript/example/README.md) file for more information. + +Support +======= + +For questions/comments please email <draco-3d-discuss@googlegroups.com> + +If you have found an error in this library, please file an issue at +<https://github.com/google/draco/issues> + +Patches are encouraged, and may be submitted by forking this project and +submitting a pull request through GitHub. See [CONTRIBUTING] for more detail. + +License +======= +Licensed under the Apache License, Version 2.0 (the "License"); you may not +use this file except in compliance with the License. You may obtain a copy of +the License at + +<http://www.apache.org/licenses/LICENSE-2.0> + +Unless required by applicable law or agreed to in writing, software +distributed under the License is distributed on an "AS IS" BASIS, WITHOUT +WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the +License for the specific language governing permissions and limitations under +the License. + +References +========== +[example]:https://storage.googleapis.com/demos.webmproject.org/draco/draco_loader_throw.html +[meshes]: https://en.wikipedia.org/wiki/Polygon_mesh +[point clouds]: https://en.wikipedia.org/wiki/Point_cloud +[Bunny]: https://graphics.stanford.edu/data/3Dscanrep/ +[CONTRIBUTING]: https://raw.githubusercontent.com/google/draco/master/CONTRIBUTING.md + +Bunny model from Stanford's graphic department <https://graphics.stanford.edu/data/3Dscanrep/> |