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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /modifiers /SimplifyModifier.js
| import { | |
| BufferGeometry, | |
| Float32BufferAttribute, | |
| Vector2, | |
| Vector3, | |
| Vector4 | |
| } from 'three'; | |
| import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js'; | |
| /** | |
| * Simplification Geometry Modifier | |
| * - based on code and technique | |
| * - by Stan Melax in 1998 | |
| * - Progressive Mesh type Polygon Reduction Algorithm | |
| * - http://www.melax.com/polychop/ | |
| */ | |
| const _cb = new Vector3(), _ab = new Vector3(); | |
| class SimplifyModifier { | |
| modify( geometry, count ) { | |
| geometry = geometry.clone(); | |
| // currently morphAttributes are not supported | |
| delete geometry.morphAttributes.position; | |
| delete geometry.morphAttributes.normal; | |
| const attributes = geometry.attributes; | |
| // this modifier can only process indexed and non-indexed geomtries with at least a position attribute | |
| for ( const name in attributes ) { | |
| if ( name !== 'position' && name !== 'uv' && name !== 'normal' && name !== 'tangent' && name !== 'color' ) geometry.deleteAttribute( name ); | |
| } | |
| geometry = BufferGeometryUtils.mergeVertices( geometry ); | |
| // | |
| // put data of original geometry in different data structures | |
| // | |
| const vertices = []; | |
| const faces = []; | |
| // add vertices | |
| const positionAttribute = geometry.getAttribute( 'position' ); | |
| const uvAttribute = geometry.getAttribute( 'uv' ); | |
| const normalAttribute = geometry.getAttribute( 'normal' ); | |
| const tangentAttribute = geometry.getAttribute( 'tangent' ); | |
| const colorAttribute = geometry.getAttribute( 'color' ); | |
| let t = null; | |
| let v2 = null; | |
| let nor = null; | |
| let col = null; | |
| for ( let i = 0; i < positionAttribute.count; i ++ ) { | |
| const v = new Vector3().fromBufferAttribute( positionAttribute, i ); | |
| if ( uvAttribute ) { | |
| v2 = new Vector2().fromBufferAttribute( uvAttribute, i ); | |
| } | |
| if ( normalAttribute ) { | |
| nor = new Vector3().fromBufferAttribute( normalAttribute, i ); | |
| } | |
| if ( tangentAttribute ) { | |
| t = new Vector4().fromBufferAttribute( tangentAttribute, i ); | |
| } | |
| if ( colorAttribute ) { | |
| col = new THREE.Color().fromBufferAttribute( colorAttribute, i ); | |
| } | |
| const vertex = new Vertex( v, v2, nor, t, col ); | |
| vertices.push( vertex ); | |
| } | |
| // add faces | |
| let index = geometry.getIndex(); | |
| if ( index !== null ) { | |
| for ( let i = 0; i < index.count; i += 3 ) { | |
| const a = index.getX( i ); | |
| const b = index.getX( i + 1 ); | |
| const c = index.getX( i + 2 ); | |
| const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c ); | |
| faces.push( triangle ); | |
| } | |
| } else { | |
| for ( let i = 0; i < positionAttribute.count; i += 3 ) { | |
| const a = i; | |
| const b = i + 1; | |
| const c = i + 2; | |
| const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c ); | |
| faces.push( triangle ); | |
| } | |
| } | |
| // compute all edge collapse costs | |
| for ( let i = 0, il = vertices.length; i < il; i ++ ) { | |
| computeEdgeCostAtVertex( vertices[ i ] ); | |
| } | |
| let nextVertex; | |
| let z = count; | |
| while ( z -- ) { | |
| nextVertex = minimumCostEdge( vertices ); | |
| if ( ! nextVertex ) { | |
| console.log( 'THREE.SimplifyModifier: No next vertex' ); | |
| break; | |
| } | |
| collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor ); | |
| } | |
| // | |
| const simplifiedGeometry = new BufferGeometry(); | |
| const position = []; | |
| const uv = []; | |
| const normal = []; | |
| const tangent = []; | |
| const color = []; | |
| index = []; | |
| // | |
| for ( let i = 0; i < vertices.length; i ++ ) { | |
| const vertex = vertices[ i ]; | |
| position.push( vertex.position.x, vertex.position.y, vertex.position.z ); | |
| if ( vertex.uv ) { | |
| uv.push( vertex.uv.x, vertex.uv.y ); | |
| } | |
| if ( vertex.normal ) { | |
| normal.push( vertex.normal.x, vertex.normal.y, vertex.normal.z ); | |
| } | |
| if ( vertex.tangent ) { | |
| tangent.push( vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w ); | |
| } | |
| if ( vertex.color ) { | |
| color.push( vertex.color.r, vertex.color.g, vertex.color.b ); | |
| } | |
| // cache final index to GREATLY speed up faces reconstruction | |
| vertex.id = i; | |
| } | |
| // | |
| for ( let i = 0; i < faces.length; i ++ ) { | |
| const face = faces[ i ]; | |
| index.push( face.v1.id, face.v2.id, face.v3.id ); | |
| } | |
| simplifiedGeometry.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); | |
| if ( uv.length > 0 ) simplifiedGeometry.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) ); | |
| if ( normal.length > 0 ) simplifiedGeometry.setAttribute( 'normal', new Float32BufferAttribute( normal, 3 ) ); | |
| if ( tangent.length > 0 ) simplifiedGeometry.setAttribute( 'tangent', new Float32BufferAttribute( tangent, 4 ) ); | |
| if ( color.length > 0 ) simplifiedGeometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) ); | |
| simplifiedGeometry.setIndex( index ); | |
| return simplifiedGeometry; | |
| } | |
| } | |
| function pushIfUnique( array, object ) { | |
| if ( array.indexOf( object ) === - 1 ) array.push( object ); | |
| } | |
| function removeFromArray( array, object ) { | |
| const k = array.indexOf( object ); | |
| if ( k > - 1 ) array.splice( k, 1 ); | |
| } | |
| function computeEdgeCollapseCost( u, v ) { | |
| // if we collapse edge uv by moving u to v then how | |
| // much different will the model change, i.e. the "error". | |
| const edgelength = v.position.distanceTo( u.position ); | |
| let curvature = 0; | |
| const sideFaces = []; | |
| // find the "sides" triangles that are on the edge uv | |
| for ( let i = 0, il = u.faces.length; i < il; i ++ ) { | |
| const face = u.faces[ i ]; | |
| if ( face.hasVertex( v ) ) { | |
| sideFaces.push( face ); | |
| } | |
| } | |
| // use the triangle facing most away from the sides | |
| // to determine our curvature term | |
| for ( let i = 0, il = u.faces.length; i < il; i ++ ) { | |
| let minCurvature = 1; | |
| const face = u.faces[ i ]; | |
| for ( let j = 0; j < sideFaces.length; j ++ ) { | |
| const sideFace = sideFaces[ j ]; | |
| // use dot product of face normals. | |
| const dotProd = face.normal.dot( sideFace.normal ); | |
| minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 ); | |
| } | |
| curvature = Math.max( curvature, minCurvature ); | |
| } | |
| // crude approach in attempt to preserve borders | |
| // though it seems not to be totally correct | |
| const borders = 0; | |
| if ( sideFaces.length < 2 ) { | |
| // we add some arbitrary cost for borders, | |
| // borders += 10; | |
| curvature = 1; | |
| } | |
| const amt = edgelength * curvature + borders; | |
| return amt; | |
| } | |
| function computeEdgeCostAtVertex( v ) { | |
| // compute the edge collapse cost for all edges that start | |
| // from vertex v. Since we are only interested in reducing | |
| // the object by selecting the min cost edge at each step, we | |
| // only cache the cost of the least cost edge at this vertex | |
| // (in member variable collapse) as well as the value of the | |
| // cost (in member variable collapseCost). | |
| if ( v.neighbors.length === 0 ) { | |
| // collapse if no neighbors. | |
| v.collapseNeighbor = null; | |
| v.collapseCost = - 0.01; | |
| return; | |
| } | |
| v.collapseCost = 100000; | |
| v.collapseNeighbor = null; | |
| // search all neighboring edges for "least cost" edge | |
| for ( let i = 0; i < v.neighbors.length; i ++ ) { | |
| const collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] ); | |
| if ( ! v.collapseNeighbor ) { | |
| v.collapseNeighbor = v.neighbors[ i ]; | |
| v.collapseCost = collapseCost; | |
| v.minCost = collapseCost; | |
| v.totalCost = 0; | |
| v.costCount = 0; | |
| } | |
| v.costCount ++; | |
| v.totalCost += collapseCost; | |
| if ( collapseCost < v.minCost ) { | |
| v.collapseNeighbor = v.neighbors[ i ]; | |
| v.minCost = collapseCost; | |
| } | |
| } | |
| // we average the cost of collapsing at this vertex | |
| v.collapseCost = v.totalCost / v.costCount; | |
| // v.collapseCost = v.minCost; | |
| } | |
| function removeVertex( v, vertices ) { | |
| console.assert( v.faces.length === 0 ); | |
| while ( v.neighbors.length ) { | |
| const n = v.neighbors.pop(); | |
| removeFromArray( n.neighbors, v ); | |
| } | |
| removeFromArray( vertices, v ); | |
| } | |
| function removeFace( f, faces ) { | |
| removeFromArray( faces, f ); | |
| if ( f.v1 ) removeFromArray( f.v1.faces, f ); | |
| if ( f.v2 ) removeFromArray( f.v2.faces, f ); | |
| if ( f.v3 ) removeFromArray( f.v3.faces, f ); | |
| // TODO optimize this! | |
| const vs = [ f.v1, f.v2, f.v3 ]; | |
| for ( let i = 0; i < 3; i ++ ) { | |
| const v1 = vs[ i ]; | |
| const v2 = vs[ ( i + 1 ) % 3 ]; | |
| if ( ! v1 || ! v2 ) continue; | |
| v1.removeIfNonNeighbor( v2 ); | |
| v2.removeIfNonNeighbor( v1 ); | |
| } | |
| } | |
| function collapse( vertices, faces, u, v ) { | |
| // Collapse the edge uv by moving vertex u onto v | |
| if ( ! v ) { | |
| // u is a vertex all by itself so just delete it.. | |
| removeVertex( u, vertices ); | |
| return; | |
| } | |
| if ( v.uv ) { | |
| u.uv.copy( v.uv ); | |
| } | |
| if ( v.normal ) { | |
| v.normal.add( u.normal ).normalize(); | |
| } | |
| if ( v.tangent ) { | |
| v.tangent.add( u.tangent ).normalize(); | |
| } | |
| const tmpVertices = []; | |
| for ( let i = 0; i < u.neighbors.length; i ++ ) { | |
| tmpVertices.push( u.neighbors[ i ] ); | |
| } | |
| // delete triangles on edge uv: | |
| for ( let i = u.faces.length - 1; i >= 0; i -- ) { | |
| if ( u.faces[ i ] && u.faces[ i ].hasVertex( v ) ) { | |
| removeFace( u.faces[ i ], faces ); | |
| } | |
| } | |
| // update remaining triangles to have v instead of u | |
| for ( let i = u.faces.length - 1; i >= 0; i -- ) { | |
| u.faces[ i ].replaceVertex( u, v ); | |
| } | |
| removeVertex( u, vertices ); | |
| // recompute the edge collapse costs in neighborhood | |
| for ( let i = 0; i < tmpVertices.length; i ++ ) { | |
| computeEdgeCostAtVertex( tmpVertices[ i ] ); | |
| } | |
| } | |
| function minimumCostEdge( vertices ) { | |
| // O(n * n) approach. TODO optimize this | |
| let least = vertices[ 0 ]; | |
| for ( let i = 0; i < vertices.length; i ++ ) { | |
| if ( vertices[ i ].collapseCost < least.collapseCost ) { | |
| least = vertices[ i ]; | |
| } | |
| } | |
| return least; | |
| } | |
| // we use a triangle class to represent structure of face slightly differently | |
| class Triangle { | |
| constructor( v1, v2, v3, a, b, c ) { | |
| this.a = a; | |
| this.b = b; | |
| this.c = c; | |
| this.v1 = v1; | |
| this.v2 = v2; | |
| this.v3 = v3; | |
| this.normal = new Vector3(); | |
| this.computeNormal(); | |
| v1.faces.push( this ); | |
| v1.addUniqueNeighbor( v2 ); | |
| v1.addUniqueNeighbor( v3 ); | |
| v2.faces.push( this ); | |
| v2.addUniqueNeighbor( v1 ); | |
| v2.addUniqueNeighbor( v3 ); | |
| v3.faces.push( this ); | |
| v3.addUniqueNeighbor( v1 ); | |
| v3.addUniqueNeighbor( v2 ); | |
| } | |
| computeNormal() { | |
| const vA = this.v1.position; | |
| const vB = this.v2.position; | |
| const vC = this.v3.position; | |
| _cb.subVectors( vC, vB ); | |
| _ab.subVectors( vA, vB ); | |
| _cb.cross( _ab ).normalize(); | |
| this.normal.copy( _cb ); | |
| } | |
| hasVertex( v ) { | |
| return v === this.v1 || v === this.v2 || v === this.v3; | |
| } | |
| replaceVertex( oldv, newv ) { | |
| if ( oldv === this.v1 ) this.v1 = newv; | |
| else if ( oldv === this.v2 ) this.v2 = newv; | |
| else if ( oldv === this.v3 ) this.v3 = newv; | |
| removeFromArray( oldv.faces, this ); | |
| newv.faces.push( this ); | |
| oldv.removeIfNonNeighbor( this.v1 ); | |
| this.v1.removeIfNonNeighbor( oldv ); | |
| oldv.removeIfNonNeighbor( this.v2 ); | |
| this.v2.removeIfNonNeighbor( oldv ); | |
| oldv.removeIfNonNeighbor( this.v3 ); | |
| this.v3.removeIfNonNeighbor( oldv ); | |
| this.v1.addUniqueNeighbor( this.v2 ); | |
| this.v1.addUniqueNeighbor( this.v3 ); | |
| this.v2.addUniqueNeighbor( this.v1 ); | |
| this.v2.addUniqueNeighbor( this.v3 ); | |
| this.v3.addUniqueNeighbor( this.v1 ); | |
| this.v3.addUniqueNeighbor( this.v2 ); | |
| this.computeNormal(); | |
| } | |
| } | |
| class Vertex { | |
| constructor( v, uv, normal, tangent, color ) { | |
| this.position = v; | |
| this.uv = uv; | |
| this.normal = normal; | |
| this.tangent = tangent; | |
| this.color = color; | |
| this.id = - 1; // external use position in vertices list (for e.g. face generation) | |
| this.faces = []; // faces vertex is connected | |
| this.neighbors = []; // neighbouring vertices aka "adjacentVertices" | |
| // these will be computed in computeEdgeCostAtVertex() | |
| this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist | |
| this.collapseNeighbor = null; // best candinate for collapsing | |
| } | |
| addUniqueNeighbor( vertex ) { | |
| pushIfUnique( this.neighbors, vertex ); | |
| } | |
| removeIfNonNeighbor( n ) { | |
| const neighbors = this.neighbors; | |
| const faces = this.faces; | |
| const offset = neighbors.indexOf( n ); | |
| if ( offset === - 1 ) return; | |
| for ( let i = 0; i < faces.length; i ++ ) { | |
| if ( faces[ i ].hasVertex( n ) ) return; | |
| } | |
| neighbors.splice( offset, 1 ); | |
| } | |
| } | |
| export { SimplifyModifier }; | |
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