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function load() {
// Enable logging to console output.
dracoLoader.setVerbosity(1);
// To use triangle strips use:
// dracoLoader.setDrawMode(THREE.TriangleStripDrawMode);
dracoLoader.setDrawMode(THREE.TrianglesDrawMode);
// Skip dequantization of the position attribute. It will be done on the GPU.
dracoLoader.setSkipDequantization('position', true);
dracoLoader.decodeDracoFile(reader.result, function(bufferGeometry) {
if (dracoLoader.decode_time !== undefined) {
fileDisplayArea.innerText = 'Decode time = ' + dracoLoader.decode_time + '\n' +
'Import time = ' + dracoLoader.import_time;
}
var material = new THREE.MeshBasicMaterial({vertexColors: THREE.VertexColors});
material.wireframe = true
// If the position attribute is quantized, modify the material to perform
// dequantization on the GPU.
if (bufferGeometry.attributes['position'].isQuantized) {
setDequantizationForMaterial(material, bufferGeometry);
}
var geometry;
// Point cloud does not have face indices.
if (bufferGeometry.index == null) {
geometry = new THREE.Points(bufferGeometry, material);
} else {
if (bufferGeometry.attributes.normal === undefined) {
var geometryHelper = new GeometryHelper();
geometryHelper.computeVertexNormals(bufferGeometry);
}
geometry = new THREE.Mesh(bufferGeometry, material);
geometry.drawMode = dracoLoader.drawMode;
}
// Compute range of the geometry coordinates for proper rendering.
bufferGeometry.computeBoundingBox();
if (bufferGeometry.attributes['position'].isQuantized) {
// If the geometry is quantized, transform the bounding box to the dequantized
// coordinates.
var posAttribute = bufferGeometry.attributes['position'];
var normConstant =
posAttribute.maxRange / (1 << posAttribute.numQuantizationBits);
var minPos = posAttribute.minValues;
bufferGeometry.boundingBox.max.x =
minPos[0] + bufferGeometry.boundingBox.max.x * normConstant;
bufferGeometry.boundingBox.max.y =
minPos[1] + bufferGeometry.boundingBox.max.y * normConstant;
bufferGeometry.boundingBox.max.z =
minPos[2] + bufferGeometry.boundingBox.max.z * normConstant;
bufferGeometry.boundingBox.min.x =
minPos[0] + bufferGeometry.boundingBox.min.x * normConstant;
bufferGeometry.boundingBox.min.y =
minPos[1] + bufferGeometry.boundingBox.min.y * normConstant;
bufferGeometry.boundingBox.min.z =
minPos[2] + bufferGeometry.boundingBox.min.z * normConstant;
}
var sizeX = bufferGeometry.boundingBox.max.x - bufferGeometry.boundingBox.min.x;
var sizeY = bufferGeometry.boundingBox.max.y - bufferGeometry.boundingBox.min.y;
var sizeZ = bufferGeometry.boundingBox.max.z - bufferGeometry.boundingBox.min.z;
var diagonalSize = Math.sqrt(sizeX * sizeX + sizeY * sizeY + sizeZ * sizeZ);
var scale = 1.0 / diagonalSize;
var midX =
(bufferGeometry.boundingBox.min.x + bufferGeometry.boundingBox.max.x) / 2;
var midY =
(bufferGeometry.boundingBox.min.y + bufferGeometry.boundingBox.max.y) / 2;
var midZ =
(bufferGeometry.boundingBox.min.z + bufferGeometry.boundingBox.max.z) / 2;
geometry.scale.multiplyScalar(scale);
geometry.position.x = -midX * scale;
geometry.position.y = -midY * scale;
geometry.position.z = -midZ * scale;
// geometry.castShadow = true;
// geometry.receiveShadow = true;
var selectedObject = scene.getObjectByName("my_mesh");
scene.remove(selectedObject);
geometry.name = "my_mesh";
scene.add(geometry);
});
}
function setDequantizationForMaterial(material, bufferGeometry) {
material.onBeforeCompile = function(shader) {
// Add uniform variables needed for dequantization.
var posAttribute = bufferGeometry.attributes['position'];
shader.uniforms.normConstant =
{ value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) };
shader.uniforms.minPos = { value: posAttribute.minValues };
shader.vertexShader = 'uniform float maxRange;\n' +
'uniform float normConstant;\n' +
'uniform vec3 minPos;\n' +
shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
'vec3 transformed = minPos + position * normConstant;'
);
}
}
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