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diff --git a/src/mesh/assimp-master/contrib/draco/README.md b/src/mesh/assimp-master/contrib/draco/README.md deleted file mode 100644 index 0d980b3..0000000 --- a/src/mesh/assimp-master/contrib/draco/README.md +++ /dev/null @@ -1,478 +0,0 @@ -<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/> |