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xeokit-xkt-utils

v0.0.1

Published

JavaScript utilities to create .XKT files

Downloads

7

Readme

xeokit-xkt-utils

JavaScript tools to generate .XKT files

Spatial partitioning

Resources

Contents

Features

Support for Large WGS84 Coordinates

Using graphics APIs such as WebGL, graphics processing units (GPUs) internally operate on single precision 32-bit floating-point numbers.

Single precision values are generally said to have seven accurate decimal digits; therefore as your numbers become larger, the numbers are less accurately represented.

xeokit-xkt-utils improves the accuracy of the math executed on the GPU beyond the GPU's single precision limitations by using relative-to-eye coordinates [TODO]

Compressed Geometry

Usage

Classes

xeokit-xkt-utils provides five javaScript classes from which we can build an in-memory "document-object model" that represents the contents of an .xkt file.

  • XKTModel represents an .xkt model, providing methods through which we can create 3D objects within the model.
  • XKTPrimitive represents an individual mesh, which has vertex positions, vertex normals, triangle indices, edge indices, an RGB color, and an opacity.
  • XKTPrimitiveInstance is an association class that represents the use of an XKTPrimitive by an XKTEntity.
  • XKTEntity represents a 3D object, which has a unique ID, and one or more PrimitiveInstances.
  • XKTTile represents a box-shaped region within the XKTModel. Each XKTTile has one or more XKTEntitys, a World-space axis-aligned bounding box (AABB) that encloses the XKTEntitys, and a decoding matrix to de-quantize the vertex positions belonging to the primitives instanced by the entities.

Class diagram

Functions

xeokit-xkt-utils also provides functions for loading, serializing and testing XKTModels:

Building an XKTModel

In the example below, we'll programmatically build a simple XKTModel resembling this table:

Spatial partitioning

const {XKTModel, loadGLTFIntoXKTModel, writeXKTModelToArrayBuffer} = require("./xeokit-xkt-utils.cjs.js");

const xktModel = new XKTModel();

xktModel.createPrimitive({
     primitiveId: "legPrimitive",
     primitiveType: "triangles",
     positions: [
         1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 1, -1, -1, 1,
         -1, -1, 1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, -1,
         -1, -1, -1, -1, -1, 1, -1, 1, 1, -1
     ],
     normals: [
         0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0,
         -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, -1, 0, 0, -1, 0, 0,
         -1, 0, 0, -1
     ],
     indices: [
         0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19,
         20, 21, 22, 20, 22, 23
     ],
     color: [255, 0, 0],
     opacity: 255
 });

xktModel.createEntity({
     entityId: "leg1",
     primitiveIds: ["legPrimitive"],
     position: [-4, -6, -4],
     scale: [1, 3, 1],
     rotation: [0, 0, 0]
 });

xktModel.createEntity({
     entityId: "leg2",
     primitiveIds: ["legPrimitive"],
     position: [4, -6, -4],
     scale: [1, 3, 1],
     rotation: [0, 0, 0]
 });

xktModel.createEntity({
     entityId: "leg3",
     primitiveIds: ["legPrimitive"],
     position: [4, -6, 4],
     scale: [1, 3, 1],
     rotation: [0, 0, 0]
 });

xktModel.createEntity({
     entityId: "leg4",
     primitiveIds: ["legPrimitive"],
     position: [-4, -6, 4],
     scale: [1, 3, 1],
     rotation: [0, 0, 0]
 });

xktModel.createEntity({
     entityId: "top",
     primitiveIds: ["legPrimitive"],
     position: [0, -3, 0],
     scale: [6, 0.5, 6],
     rotation: [0, 0, 0]
 });

Once we've built our XKTModel we need to finalize it:

xktModel.finalize();

Serializing the XKTModel to an ArrayBuffer

Next, we'll use writeXKTModelToArrayBuffer to serialize our XKTModel to an ArrayBuffer:

const xktArrayBuffer = writeXKTModelToArrayBuffer(xktModel);

Validating the ArrayBuffer

Now we'll use validateXKTArrayBuffer to validate the ArrayBuffer against our XKTModel. If this function finds any errors, it will log them to the console and return false. Otherwise, it will return true to indicate that the ArrayBuffer is correct.

const xktArrayBufferValid = validateXKTArrayBuffer(xktArrayBuffer, xktModel);

if (!xktArrayBufferValid) {
    console.error("XKT array buffer is invalid!");
}

Loading the ArrayBuffer into a Viewer

Let's now create a Viewer and load the ArrayBuffer into it using an XKTLoaderPlugin:

const viewer = new Viewer({
    canvasId: "myCanvas"
});

const xktLoader = new XKTLoaderPlugin(viewer);

xktLoader.load({
    id: "myModel",
    xkt: xktArrayBuffer
});

The XKTLoaderPlugin can also load our ArrayBuffer from a file.

Finally, we'll fit the model in view:

viewer.cameraFlight.flyTo(viewer.scene);

Loading glTF into an XKTModel

Let's use loadGLTFIntoXKTModel to parse glTF into an XKTModel.

We'll also use the classes and functions introduced in the previous examples to serialize the XKTModel to an ArrayBuffer, then validate the ArrayBuffer and load it into a Viewer.

utils.loadJSON("./models/gltf/MAP/MAP.gltf", (json) => {

        const xktModel = new XKTModel();

        loadGLTFIntoXKTModel(json, xktModel, {basePath: ""}).then(() => {
      
            const xktArrayBuffer = writeXKTModelToArrayBuffer(xktModel);

            const xktArrayBufferValid = validateXKTArrayBuffer(xktArrayBuffer, xktModel);

            const viewer = new Viewer({
                canvasId: "myCanvas"
            });

            const xktLoader = new XKTLoaderPlugin(viewer);

            xktLoader.load({
                id: "myModel",
                xkt: xktArrayBuffer
            });

            viewer.cameraFlight.flyTo(viewer.scene);
        });
    },
    (errMsg) => {  });

Using in node.js

In the example below, we'll load the contents of a glTF file, then use loadGLTFIntoXKTModel to parse the glTF into an XKTModel, then we'll use writeXKTModelToArrayBuffer to serialize our XKTModel to an ArrayBuffer, which we finally write to an .xkt file.

const fs = require('fs');

const {XKTModel, loadGLTFIntoXKTModel, writeXKTModelToArrayBuffer} = require("./xeokit-xkt-utils.cjs.js");

const gltfPath = "./myModel.gltf";
const xktPath = "./myModel.xkt";

const gltfText = await new Promise((resolve, reject) => {
    fs.readFile(gltfPath, (error, gltfText) => {
        if (error !== null) {
            reject(error);
            return;
        }
        resolve(gltfText);
    });
});

const gltf = JSON.parse(gltfText);

const xktModel = new XKTModel();

loadGLTFIntoXKTModel(gltf, xktModel, {basePath: "./"});

const xktArrayBuffer = writeXKTModelToArrayBuffer(xktModel);
    
await new Promise((resolve, reject) => {
    fs.writeFile(xktPath, Buffer.from(xktArrayBuffer), (error) => {
        if (error !== null) {
            console.error(`Unable to write to file at path: ${xktPath}`);
            reject(error);
            return;
        }
        resolve();
    });
});