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README.md
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README.md
@ -2,6 +2,7 @@
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<p align="center">
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<img src="docs/DracoLogo.jpeg" />
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</p>
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Description
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===========
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@ -28,7 +29,7 @@ CMake Basics
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To generate project/make files for the default toolchain on your system simply
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run `cmake` in the root of the Draco repo:
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~~~~~
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~~~~~ bash
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cmake .
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~~~~~
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@ -46,7 +47,7 @@ Mac OS X
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On Mac OS X you would run the following command to generate Xcode projects:
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~~~~~
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~~~~~ bash
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cmake . -G Xcode
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~~~~~
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@ -56,13 +57,13 @@ Windows
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On a Windows box you would run the following command to generate Visual Studio
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2015 projects:
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~~~~~
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~~~~~ bash
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cmake . -G "Visual Studio 14 2015"
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~~~~~
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To generate 64-bit Windows Visual Studio 2015 projects:
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~~~~~
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~~~~~ bash
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cmake . "Visual Studio 14 2015 Win64"
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~~~~~
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@ -77,25 +78,25 @@ build configurations.
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Omitting the build type produces makefiles that use build flags containing
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neither optimization nor debug flags:
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~~~~~
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~~~~~ bash
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cmake .
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~~~~~
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A makefile using release (optimized) flags is produced like this:
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~~~~~
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~~~~~ bash
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cmake . -DCMAKE_BUILD_TYPE=release
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~~~~~
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A release build with debug info can be produced as well:
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~~~~~
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~~~~~ bash
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cmake . -DCMAKE_BUILD_TYPE=relwithdebinfo
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~~~~~
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And your standard debug build will be produced using:
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~~~~~
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~~~~~ bash
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cmake . -DCMAKE_BUILD_TYPE=debug
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~~~~~
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@ -110,7 +111,7 @@ minimum SDK version of 18 or higher. To add Draco to your project:
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1. Add the following somewhere within the `CMakeLists.txt` for your project
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before the `add_library()` for your project's native-lib:
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~~~~~
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~~~~~ cmake
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# Note "/path/to/draco" must be changed to the path where you have cloned
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# the Draco sources.
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@ -123,7 +124,7 @@ minimum SDK version of 18 or higher. To add Draco to your project:
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project's native-lib. The `target_link_libraries()` call for an empty
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activity native project looks like this after the addition of Draco:
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~~~~~
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~~~~~ cmake
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target_link_libraries( # Specifies the target library.
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native-lib
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@ -143,7 +144,7 @@ Command line Applications
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The default target create from the build files will be the draco_encoder and
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draco_decoder command line applications. For both applications if you run them
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without any arguments or "-h", the applications will output the usage and
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without any arguments or `-h`, the applications will output the usage and
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options.
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@ -154,13 +155,13 @@ Encoding Tool
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files. We have included Stanford's [Bunny] mesh for testing. The basic command
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line looks like this:
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~~~~~
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~~~~~ bash
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./draco_encoder -i testdata/bun_zipper.ply -o out.drc
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~~~~~
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A value of `0` for the quantization parameters 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:
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~~~~~
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~~~~~ bash
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./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14
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~~~~~
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@ -173,7 +174,7 @@ noticeable difference in quality.
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The compression level parameter turns on/off different compression features.
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~~~~~
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~~~~~ bash
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./draco_encoder -i testdata/bun_zipper.ply -o out.drc -cl 8
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~~~~~
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@ -189,7 +190,7 @@ You can encode point cloud data with `draco_encoder` by specifying the
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input file, `draco_encoder` will ignore the connectivity data and encode the
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positions from the mesh file.
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~~~~~
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~~~~~ bash
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./draco_encoder -point_cloud -i testdata/bun_zipper.ply -o out.drc
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~~~~~
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@ -205,7 +206,7 @@ Decoding Tool
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`draco_decoder` will read Draco files as input and output OBJ or PLY files. The
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basic command line looks like this:
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~~~~~
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~~~~~ bash
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./draco_decoder -i in.drc -o out.obj
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~~~~~
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@ -214,7 +215,7 @@ C++ Decoder API
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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. E.g.
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~~~~~
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~~~~~ cpp
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draco::DecoderBuffer buffer;
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buffer.Init(data.data(), data.size());
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@ -238,7 +239,7 @@ decoder you must create `DecoderBuffer` and `WebIDLWrapper` objects. Set the
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encoded data in the `DecoderBuffer`. Then call `DecodeMeshFromBuffer()`, which
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will return a Mesh object. E.g.
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~~~~~
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~~~~~ js
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var buffer = new Module.DecoderBuffer();
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buffer.Init(encFileData, encFileData.length);
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