There are two items to keep in mind when building a viewer such as this:
The mesh’s geolocation details, and the mesh’s internal shape.
The mesh geolocation details (meaning what you have to do to orient the object and scale it correctly in three.js) must be adjusted afterwards in your build/implementation of three.js. This is due to the fact that there are not many good mesh formats that currently include any sort of geolocation details internally. It all must be adjusted during the load into three.js essentially. This includes spot location of the mesh in the viewer and scaling if you are matching it to a basemap.
For the mesh’s shape, each generated mesh export format stores the x, y, z coordinates of each vertex in the 3D mesh. All formats except dxf also store the texture data.
with our Pix4Dengine release 1.0 or 1.1 you will be able to export the 3D mesh (at this moment) into four known formats:
-dxf file (no texture information)
-fbx file (embedded texture data)
-obj file (jpg and mtl texture files)
-ply file (jpg texture file)
The mesh quality and shape can be influenced by tuning up its algorithmic option parameters (refer to class pix4dengine.options.AlgoOption.Mesh) and/or by filtering outliers from the densified point cloud (class pix4dengine.options.AlgoOption.Densification).
Exporting the already generated mesh and saving it into files does not change the mesh content.
Whether you require any assistance with your prototype, integration or you have more specific questions about our Pix4Dengine SDK product, please refer to our Pix4Dengine SDK documentation or contact directly our support. We’ll be glad to help!
The Pix4D Support Team