draco
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.
Top Related Projects
glTF – Runtime 3D Asset Delivery
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JavaScript game engine built on WebGL, WebGPU, WebXR and glTF
Quick Overview
Draco is an open-source library for compressing and decompressing 3D geometric meshes and point clouds. Developed by Google, it aims to improve the storage and transmission of 3D graphics content, significantly reducing the file size while maintaining high visual fidelity.
Pros
- High compression ratios, reducing file sizes by up to 100x
- Fast encoding and decoding performance
- Cross-platform support (Windows, macOS, Linux, Android, iOS)
- Integration with popular 3D frameworks and game engines
Cons
- Potential loss of precision in highly detailed models
- Limited support for certain specialized 3D file formats
- Learning curve for optimal compression settings
- May not be suitable for all types of 3D data
Code Examples
- Encoding a mesh:
draco::Mesh mesh;
// Populate the mesh with vertex data and faces
draco::Encoder encoder;
draco::EncoderBuffer buffer;
encoder.SetSpeedOptions(5, 5);
encoder.SetAttributeQuantization(draco::GeometryAttribute::POSITION, 10);
encoder.EncodeMeshToBuffer(mesh, &buffer);
- Decoding a mesh:
draco::DecoderBuffer buffer;
buffer.Init(data, data_size);
draco::Decoder decoder;
std::unique_ptr<draco::Mesh> mesh = decoder.DecodeMeshFromBuffer(&buffer).value();
- Setting compression options:
draco::Encoder encoder;
encoder.SetAttributeQuantization(draco::GeometryAttribute::POSITION, 14);
encoder.SetAttributeQuantization(draco::GeometryAttribute::TEX_COORD, 12);
encoder.SetAttributeQuantization(draco::GeometryAttribute::NORMAL, 10);
Getting Started
To use Draco in your project:
-
Clone the repository:
git clone https://github.com/google/draco.git
-
Build the library:
cd draco mkdir build cd build cmake .. make
-
Include Draco in your C++ project:
#include "draco/compression/encode.h" #include "draco/compression/decode.h"
-
Link against the Draco library when compiling your project.
Competitor Comparisons
glTF – Runtime 3D Asset Delivery
Pros of glTF
- Widely adopted industry standard for 3D asset transmission
- Supports a broader range of 3D data, including materials, animations, and scenes
- Extensible format allowing for custom extensions and features
Cons of glTF
- Larger file sizes compared to Draco's compressed format
- May require more processing power to render complex scenes
- Less focused on pure geometry compression
Code Comparison
glTF JSON structure:
{
"asset": { "version": "2.0" },
"scene": 0,
"scenes": [{ "nodes": [0] }],
"nodes": [{ "mesh": 0 }],
"meshes": [{ "primitives": [{ "attributes": { "POSITION": 0 } }] }]
}
Draco encoding (C++):
draco::Encoder encoder;
encoder.SetAttributeQuantization(draco::GeometryAttribute::POSITION, 14);
draco::EncoderBuffer buffer;
encoder.EncodePointCloudToBuffer(pc, &buffer);
glTF focuses on a comprehensive 3D scene description, while Draco specializes in efficient geometry compression. glTF is more suitable for complete 3D asset delivery, whereas Draco excels in scenarios requiring minimal file sizes for geometry data.
JavaScript 3D Library.
Pros of three.js
- Comprehensive 3D graphics library with a wide range of features and capabilities
- Large and active community, extensive documentation, and numerous examples
- Supports various rendering techniques, including WebGL, CSS3D, and SVG
Cons of three.js
- Larger file size and potentially higher performance overhead
- Steeper learning curve due to its extensive API and features
Code Comparison
three.js:
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
Draco:
draco::Mesh mesh;
draco::EncoderBuffer buffer;
draco::Encoder encoder;
encoder.SetSpeedOptions(5, 5);
encoder.EncodeMeshToBuffer(mesh, &buffer);
Key Differences
- three.js is a full-featured 3D graphics library, while Draco focuses on 3D geometry compression
- three.js is primarily used for web-based 3D rendering, whereas Draco is used for optimizing 3D assets
- three.js is written in JavaScript, making it easy to integrate into web projects, while Draco is implemented in C++ with bindings for various languages
Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
Pros of Babylon.js
- Comprehensive 3D engine with a wide range of features for game development and interactive 3D applications
- Active community and extensive documentation, making it easier for developers to learn and use
- Built-in physics engine and support for various input methods (keyboard, mouse, touch)
Cons of Babylon.js
- Larger file size and potentially higher performance overhead compared to Draco's focused compression library
- Steeper learning curve for developers who only need basic 3D mesh compression functionality
- May be overkill for projects that don't require a full-featured 3D engine
Code Comparison
Babylon.js (loading a compressed mesh):
BABYLON.SceneLoader.ImportMesh("", "path/to/", "compressedMesh.babylon", scene, function (meshes) {
// Mesh loaded and ready to use
});
Draco (decompressing a mesh):
draco::Mesh mesh;
draco::DecoderBuffer buffer;
buffer.Init(data, data_size);
auto status = decoder.DecodeBufferToMesh(&buffer, &mesh);
While both libraries can work with 3D meshes, Babylon.js is a full-featured 3D engine, whereas Draco focuses specifically on mesh compression and decompression. Babylon.js offers a higher-level API for 3D rendering and interaction, while Draco provides low-level compression functionality that can be integrated into various 3D applications and engines.
🇨🇭 A React renderer for Three.js
Pros of react-three-fiber
- Integrates seamlessly with React, allowing for declarative 3D scene creation
- Provides a higher-level abstraction for working with Three.js
- Offers a rich ecosystem of hooks and utilities for 3D development
Cons of react-three-fiber
- Steeper learning curve for developers not familiar with React
- May introduce performance overhead compared to vanilla Three.js
- Limited to web-based 3D applications
Code Comparison
react-three-fiber:
function Box(props) {
return (
<mesh {...props}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="orange" />
</mesh>
)
}
Draco:
draco::Mesh mesh;
draco::PointCloud pc;
draco::EncoderBuffer buffer;
draco::Encoder encoder;
encoder.EncodeMeshToBuffer(mesh, &buffer);
react-three-fiber focuses on creating 3D scenes using React components, while Draco is primarily used for 3D geometry compression. react-three-fiber is ideal for web-based 3D applications integrated with React, whereas Draco is better suited for optimizing 3D assets across various platforms and applications.
JavaScript game engine built on WebGL, WebGPU, WebXR and glTF
Pros of PlayCanvas Engine
- Full-featured 3D game engine with a complete set of tools for game development
- Supports real-time collaborative editing and instant publishing to the web
- Extensive documentation and active community support
Cons of PlayCanvas Engine
- Larger file size and more complex setup compared to Draco's focused compression library
- May have a steeper learning curve for developers only interested in 3D model compression
- Less specialized in optimizing 3D meshes and point cloud data
Code Comparison
PlayCanvas Engine (scene setup):
var canvas = document.getElementById('application-canvas');
var app = new pc.Application(canvas);
var entity = new pc.Entity();
entity.addComponent('model', {
type: 'box'
});
app.root.addChild(entity);
Draco (mesh compression):
draco::Mesh mesh;
draco::EncoderBuffer buffer;
draco::Encoder encoder;
encoder.SetSpeedOptions(5, 5);
encoder.EncodeMeshToBuffer(mesh, &buffer);
Summary
PlayCanvas Engine is a comprehensive 3D game engine, while Draco focuses specifically on 3D geometry compression. PlayCanvas offers a wider range of features for game development but may be overkill for projects only requiring mesh optimization. Draco provides efficient compression for 3D models and point clouds, making it more suitable for applications prioritizing file size reduction and faster transmission of 3D data.
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News
Attention GStatic users: the Draco team strongly recommends using the versioned
URLs for accessing Draco GStatic content. If you are using the URLs that include
the v1/decoders
substring within the URL, edge caching and GStatic propagation
delays can result in transient errors that can be difficult to diagnose when
new Draco releases are launched. To avoid the issue pin your sites to a
versioned release.
Version 1.5.7 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.7, use this URL:
- Added support for normalized attributes to Emscripten encoder API.
- Bug fixes.
- Security fixes.
Version 1.5.6 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.6, use this URL:
- The CMake flag DRACO_DEBUG_MSVC_WARNINGS has been replaced with DRACO_DEBUG_COMPILER_WARNINGS, and the behavior has changed. It is now a boolean flag defined in draco_options.cmake.
- Bug fixes.
- Security fixes.
Version 1.5.5 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.5, use this URL:
- Bug fix: https://github.com/google/draco/issues/935
Version 1.5.4 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.4, use this URL:
- Added partial support for glTF extensions EXT_mesh_features and EXT_structural_metadata.
- Bug fixes.
- Security fixes.
Version 1.5.3 release:
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.5.3, use this URL:
- Bug fixes.
Version 1.5.2 release
- This is the same as v1.5.1 with the following two bug fixes:
- Fixes DRACO_TRANSCODER_SUPPORTED enabled builds.
- ABI version updated.
Version 1.5.1 release
- Adds assertion enabled Emscripten builds to the release, and a subset of the assertion enabled builds to GStatic. See the file listing below.
- Custom paths to third party dependencies are now supported. See BUILDING.md for more information.
- The CMake configuration file draco-config.cmake is now tested and known to
work for using Draco in Linux, MacOS, and Windows CMake projects. See the
install_test
subdirectory ofsrc/draco/tools
for more information. - Bug fixes.
Version 1.5.0 release
- Adds the draco_transcoder tool. See the section below on the glTF transcoding tool, and BUILDING.md for build and dependency information.
- Some changes to configuration variables have been made for this release:
- The DRACO_GLTF flag has been renamed to DRACO_GLTF_BITSTREAM to help increase understanding of its purpose, which is to limit Draco features to those included in the Draco glTF specification.
- Variables exported in CMake via draco-config.cmake and find-draco.cmake (formerly FindDraco.cmake) have been renamed. It's unlikely that this impacts any existing projects as the aforementioned files were not formed correctly. See PR775 for full details of the changes.
- A CMake version file has been added.
- The CMake install target now uses absolute paths direct from CMake instead of building them using CMAKE_INSTALL_PREFIX. This was done to make Draco easier to use for downstream packagers and should have little to no impact on users picking up Draco from source.
- Certain MSVC warnings have had their levels changed via compiler flag to reduce the amount of noise output by the MSVC compilers. Set MSVC warning level to 4, or define DRACO_DEBUG_MSVC_WARNINGS at CMake configuration time to restore previous behavior.
- Bug fixes.
Version 1.4.3 release
- Using the versioned www.gstatic.com WASM and Javascript decoders continues to be recommended. To use v1.4.3, use this URL:
- Bug fixes
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.
- https://www.gstatic.com/draco/versioned/decoders/1.4.1/*
- 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
See BUILDING 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 in the unity folder.
WASM and JavaScript Decoders
It is recommended to always pull your Draco WASM and JavaScript decoders from:
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. Additionally, draco_transcoder
is generated when CMake is run with the DRACO_TRANSCODER_SUPPORTED variable set
to ON (see BUILDING for more details). For all
applications, if you run them without any arguments or -h
, the applications
will output usage and options.
Encoding Tool
draco_encoder
will read OBJ, STL 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:
./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:
./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.
./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.
./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, STL or PLY
files. The basic command line looks like this:
./draco_decoder -i in.drc -o out.obj
glTF Transcoding Tool
draco_transcoder
can be used to add Draco compression to glTF assets. The
basic command line looks like this:
./draco_transcoder -i in.glb -o out.glb
This command line will add geometry compression to all meshes in the in.glb
file. Quantization values for different glTF attributes can be specified
similarly to the draco_encoder
tool. For example -qp
can be used to define
quantization of the position attribute:
./draco_transcoder -i in.glb -o out.glb -qp 12
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:
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 for the full Mesh
class interface and
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:
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 for the full API.
Javascript Decoder API
The Javascript decoder is located in 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:
// 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 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++:
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++:
// 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 and src/draco/point_cloud for the full API.
NPM Package
Draco NPM NodeJS package is located in 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 file for more information.
GStatic Javascript Builds
Prebuilt versions of the Emscripten-built Draco javascript decoders are hosted on www.gstatic.com in version labeled directories:
https://www.gstatic.com/draco/versioned/decoders/VERSION/*
As of the v1.4.3 release the files available are:
- draco_decoder.js
- draco_decoder.wasm
- draco_decoder_gltf.js
- draco_decoder_gltf.wasm
- draco_wasm_wrapper.js
- draco_wasm_wrapper_gltf.js
Beginning with the v1.5.1 release assertion enabled builds of the following files are available:
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
Bunny model from Stanford's graphic department https://graphics.stanford.edu/data/3Dscanrep/
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