
Bring README content into README.md
Description
Draco is used to compress and decompress 3d geometry data and point clouds. 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.
Draco is released as C++ source code that can compress and decompress 3d geometry data and point clouds. The package also contains Javascript decoders for the encoded data.
Note: This is not an official Google product.
Building
For all the platforms first you need to generate the project files, then you need to compile the examples.
CMake Basics
To generate project/make files for the default toolchain on your system simply
run cmake
in the root of the Draco repo:
$ cmake .
On Windows the above command will produce Visual Studio project files for the newest Visual Studio detected on the system. On Mac OS X and Linux systems, the above command will produce a makefile.
To control what types of projects are generated the -G
parameter is added to
the cmake
command line. This argument must be followed by the name of a
generator. Running cmake
with the --help
argument will list the available
generators for your system.
On Mac OS X you would run the following command to generate Xcode projects:
$ cmake . -G Xcode
On a Windows box you would run the following command to generate Visual Studio 2015 projects:
$ cmake . -G "Visual Studio 14 2015"
To generate 64-bit Windows Visual Studio 2015 projects:
$ cmake . "Visual Studio 14 2015 Win64"
CMake Makefiles: Debugging and Optimization
Unlike Visual Studio and Xcode projects, the build configuration for make builds
is controlled when you run cmake
. The following examples demonstrate various
build configurations.
Omitting the build type produces makefiles that use build flags containing neither optimization nor debug flags:
$ cmake .
A makefile using release (optimized) flags is produced like this:
$ cmake . -DCMAKE_BUILD_TYPE=release
A release build with debug info can be produced as well:
$ cmake . -DCMAKE_BUILD_TYPE=relwithdebinfo
And your standard debug build will be produced using:
$ cmake . -DCMAKE_BUILD_TYPE=debug
Android Studio Project Integration
To include Draco in an existing or new Android Studio project it simply needs
to be referenced from the cmake
file of an existing native project that has a
minimum SDK version of 18 or higher. To add Draco to your project:
-
Add the following somewhere within the
CMakeLists.txt
for your project before theadd_library()
for your project's native-lib:# Note "/path/to/draco" must be changed to the path where you have cloned # the Draco sources. add_subdirectory(/path/to/draco ${CMAKE_BINARY_DIR}/draco_build) include_directories("${CMAKE_BINARY_DIR}" /path/to/draco)
-
Add the library target "draco" to the
target_link_libraries()
call for your project's native-lib. Thetarget_link_libraries()
call for an empty activity native project looks like this after the addition of Draco:target_link_libraries( # Specifies the target library. native-lib # Tells cmake this build depends on libdraco. draco # Links the target library to the log library # included in the NDK. ${log-lib} )
Examples
Commandline Applications
The default target create 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 the 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:
$ ./draco_encoder -i testdata/bun_zipper.ply -o out.drc
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.
E.g. ./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14
will
quantize the positions to 14 bits (default 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 on how much deviation it will tolerate. In general most projects can set quantizations values of about 14 without any noticeable difference in quality.
The compression level parameter turns on/off different compression features. In general the highest setting, 10, will have the worst compression ratio but best decompression speed. And 0 will have the best compression ratio, but worst decompression speed.
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. E.g.:
$ ./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:
$ ./draco_decoder -i in.drc -o out.obj
Javascript Decoder
The Javascript decoder is located in javascript/draco_decoder.js
. The
Javascript decoder can currently only decode mesh geometry. In order to use the
decoder you must create DecoderBuffer
and WebIDLWrapper
objects. Set the
encoded data in the DecoderBuffer
. Then call DecodeMeshFromBuffer()
, which
will return a Mesh object. E.g.
var buffer = new Module.DecoderBuffer();
buffer.Init(encFileData, encFileData.length);
var wrapper = new WebIDLWrapper();
var outputMesh = wrapper.DecodeMeshFromBuffer(buffer);
destroy(outputMesh);
destroy(wrapper);
destroy(buffer);
Please see javascript/emscripten/draco_web.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 Makefile.emcc
and running make -f Makefile.emcc
.
three.js renderer example
Please see the javascript/example/README
file for more information.
Support
For questions/comments please email draco-3d-discuss@googlegroups.com