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-<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/>