arabago96 commited on
Commit
f5e6a99
·
1 Parent(s): 9797cfe

Fix Draco compression: dedup transform + clean NodeIO writer

Browse files

- Import dedup from @gltf-transform/functions
- Apply dedup() BEFORE weld() to materialize Draco data
- Use clean NodeIO (without Draco encoder) for writing
- Add accessor buffer assignment for bufferView fix
- This prevents Draco re-encoding and fixes accessor=-1 issue

Files changed (1) hide show
  1. services/processor/index.ts +41 -5
services/processor/index.ts CHANGED
@@ -3,6 +3,7 @@ import path from 'path';
3
  import fs from 'fs';
4
  import { NodeIO } from '@gltf-transform/core';
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  import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
 
6
  import draco3d from 'draco3dgltf';
7
  import sharp from 'sharp';
8
 
@@ -79,17 +80,48 @@ export async function convertGlbToSkp(inputPath: string, outputPath: string, opt
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  console.log(`[DEBUG] Draco extension detected: ${dracoFound}. Converted ${sparseConverted} sparse accessors to dense.`);
80
 
81
  // 2. Remove problematic extensions (Draco, WebP)
 
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  const extensions = root.listExtensions();
 
 
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  for (const ext of extensions) {
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- const extName = ext.getName();
85
  // Remove Draco, WebP, and other non-standard extensions
86
- if (extName.includes('draco') || extName.includes('Draco') ||
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- extName.includes('webp') || extName.includes('EXT_texture_webp')) {
 
 
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  console.log(` Disposing extension: ${extName}`);
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  ext.dispose();
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  }
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  }
92
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  // Optional: Remove Skins/Animations
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  for (const skin of root.listSkins()) skin.dispose();
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  for (const anim of root.listAnimations()) anim.dispose();
@@ -152,8 +184,12 @@ export async function convertGlbToSkp(inputPath: string, outputPath: string, opt
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  console.log(' - No textures to process');
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  }
154
 
155
- // Write processed GLB
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- await io.write(processedGlbPath, document);
 
 
 
 
157
 
158
  const stats = fs.statSync(processedGlbPath);
159
  console.log(`[DEBUG] Processed GLB saved to ${processedGlbPath} (Size: ${stats.size} bytes)`);
 
3
  import fs from 'fs';
4
  import { NodeIO } from '@gltf-transform/core';
5
  import { ALL_EXTENSIONS } from '@gltf-transform/extensions';
6
+ import { weld, dedup } from '@gltf-transform/functions';
7
  import draco3d from 'draco3dgltf';
8
  import sharp from 'sharp';
9
 
 
80
  console.log(`[DEBUG] Draco extension detected: ${dracoFound}. Converted ${sparseConverted} sparse accessors to dense.`);
81
 
82
  // 2. Remove problematic extensions (Draco, WebP)
83
+ // CRITICAL: Must remove these BEFORE writing or they'll be re-encoded
84
  const extensions = root.listExtensions();
85
+ console.log(`[DEBUG] Extensions found: ${extensions.map(e => e.extensionName).join(', ') || 'none'}`);
86
+
87
  for (const ext of extensions) {
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+ const extName = ext.extensionName; // Use extensionName, not getName()
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  // Remove Draco, WebP, and other non-standard extensions
90
+ if (extName.toLowerCase().includes('draco') ||
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+ extName.includes('webp') ||
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+ extName === 'EXT_texture_webp' ||
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+ extName === 'KHR_draco_mesh_compression') {
94
  console.log(` Disposing extension: ${extName}`);
95
  ext.dispose();
96
  }
97
  }
98
 
99
+ // ======= CRITICAL FIX FOR DRACO: Force accessor buffer assignment =======
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+ // When Draco is decoded, accessors may still have bufferView = -1
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+ // We MUST assign each accessor to a valid buffer so gltf-transform writes proper
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+ // bufferView references when serializing. This is the KEY fix for accessor=-1.
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+ const buffers = root.listBuffers();
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+ let buffer = buffers.length > 0 ? buffers[0] : document.createBuffer();
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+ let accessorsFixed = 0;
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+
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+ for (const acc of root.listAccessors()) {
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+ // Force the accessor to use our buffer - this makes gltf-transform
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+ // generate proper bufferView references when writing
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+ acc.setBuffer(buffer);
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+ accessorsFixed++;
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+ }
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+ console.log(`[DEBUG] Assigned ${accessorsFixed} accessors to buffer`);
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+
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+ // 4. Apply dedup() FIRST - this forces accessor data to be materialized into buffers
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+ // This is CRITICAL: dedup() breaks the Draco "lazy" reference and creates real buffer data
117
+ await document.transform(dedup());
118
+ console.log(`[DEBUG] Applied dedup() transform`);
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+
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+ // 5. Apply weld() transform - consolidates vertices and generates proper index buffer
121
+ // This is important for Draco-decoded data to work properly in SketchUp
122
+ await document.transform(weld());
123
+ console.log(`[DEBUG] Applied weld() transform`);
124
+
125
  // Optional: Remove Skins/Animations
126
  for (const skin of root.listSkins()) skin.dispose();
127
  for (const anim of root.listAnimations()) anim.dispose();
 
184
  console.log(' - No textures to process');
185
  }
186
 
187
+ // Write processed GLB using a CLEAN NodeIO (without Draco encoder)
188
+ // CRITICAL: If we use the same 'io' that has ALL_EXTENSIONS registered,
189
+ // gltf-transform will RE-ENCODE the mesh with Draco during write!
190
+ const cleanIO = new NodeIO(); // No extensions registered = no Draco re-encoding
191
+ await cleanIO.write(processedGlbPath, document);
192
+ console.log(`[DEBUG] Written with CLEAN NodeIO (no Draco encoder)`);
193
 
194
  const stats = fs.statSync(processedGlbPath);
195
  console.log(`[DEBUG] Processed GLB saved to ${processedGlbPath} (Size: ${stats.size} bytes)`);