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| /** | |
| * Web Worker for Draco mesh decompression preprocessing | |
| * Prepares Draco data for GPU processing and provides CPU fallback | |
| */ | |
| // Import Draco decoder (would be loaded in a real implementation) | |
| // importScripts('/static/js/libs/draco_decoder.js'); | |
| let decoderModule; | |
| let decoder; | |
| let attributeIdsMap; | |
| // Handle messages from the main thread | |
| self.addEventListener('message', async function(e) { | |
| const { type, buffer } = e.data; | |
| try { | |
| switch (type) { | |
| case 'initialize': | |
| await initDecoder(); | |
| self.postMessage({ type: 'initialized' }); | |
| break; | |
| case 'prepare': | |
| const preparedData = await prepareDracoData(buffer); | |
| self.postMessage({ type: 'prepared', result: preparedData }, [ | |
| preparedData.indices.buffer, | |
| preparedData.positionData?.buffer, | |
| preparedData.normalData?.buffer, | |
| preparedData.uvData?.buffer | |
| ].filter(Boolean)); | |
| break; | |
| case 'decompress': | |
| const decompressedData = await decompressDraco(buffer); | |
| self.postMessage({ type: 'decompressed', result: decompressedData }, [ | |
| decompressedData.indices.buffer, | |
| decompressedData.positions.buffer, | |
| decompressedData.normals?.buffer, | |
| decompressedData.uvs?.buffer | |
| ].filter(Boolean)); | |
| break; | |
| default: | |
| throw new Error(`Unknown command: ${type}`); | |
| } | |
| } catch (error) { | |
| self.postMessage({ type: 'error', result: { message: error.message } }); | |
| } | |
| }); | |
| /** | |
| * Initialize the Draco decoder | |
| */ | |
| async function initDecoder() { | |
| // In a real implementation, this would load the Draco decoder wasm module | |
| // Here we're simulating the module API for demonstration | |
| // Define attribute ID constants to match Draco's internal values | |
| attributeIdsMap = { | |
| POSITION: 0, | |
| NORMAL: 1, | |
| COLOR: 2, | |
| TEX_COORD: 3, | |
| GENERIC: 4 | |
| }; | |
| // Create mock decoder API | |
| decoderModule = { | |
| decoder: function() { | |
| return { | |
| GetEncodedGeometryType: function() { return 1; }, // 1 = triangular mesh | |
| DecodeBufferToMesh: function() { return { ptr: 123 }; }, // Mock mesh pointer | |
| GetAttribute: function() { return { ptr: 456 }; }, // Mock attribute pointer | |
| GetAttributeByType: function() { return { ptr: 456 }; }, // Mock attribute pointer | |
| GetFaceFromMesh: function() { return true; }, | |
| GetAttributeFloat: function() { return 0.0; }, | |
| GetAttributeIntForAllPoints: function() { return true; }, | |
| GetAttributeFloatForAllPoints: function() { return true; }, | |
| GetNumberOfFaces: function() { return 100; }, // Mock face count | |
| GetNumberOfPoints: function() { return 300; }, // Mock point count | |
| GetAttributeId: function() { return 0; }, | |
| GetNumberOfComponents: function() { return 3; }, | |
| GetPointMapSize: function() { return 300; }, // Mock point map size | |
| GetPointToPointMap: function() { return 0; } | |
| }; | |
| }, | |
| destroy: function() {} | |
| }; | |
| decoder = decoderModule.decoder(); | |
| } | |
| /** | |
| * Prepare Draco data for GPU processing | |
| * Extracts quantized attributes and metadata for GPU decompression | |
| * @param {ArrayBuffer} dracoData - Draco-encoded mesh data | |
| * @returns {Object} - Prepared data for GPU processing | |
| */ | |
| async function prepareDracoData(dracoData) { | |
| // Ensure decoder is initialized | |
| if (!decoder) { | |
| await initDecoder(); | |
| } | |
| try { | |
| // This code simulates the data preparation process | |
| // In a real implementation, this would use the actual Draco API | |
| // In a real implementation, decode enough information for GPU processing | |
| // This is a simplified version for demonstration | |
| // Create a buffer view | |
| const dataView = new DataView(dracoData); | |
| // Parse simple header information (placeholder values) | |
| const vertexCount = 1000; | |
| const indexCount = 2994; // Assuming triangles, so multiple of 3 | |
| // Create buffers to hold the quantized data for GPU processing | |
| const positionData = new Float32Array(vertexCount * 4); // RGBA format for textures | |
| const normalData = new Float32Array(vertexCount * 4); | |
| const uvData = new Float32Array(vertexCount * 4); | |
| const indices = new Uint32Array(indexCount); | |
| // In a real implementation, Draco methods would extract quantized data | |
| // Fill buffers with placeholder data for demonstration | |
| for (let i = 0; i < vertexCount; i++) { | |
| // Quantized positions (simulated) | |
| positionData[i * 4] = Math.random(); // Quantized X | |
| positionData[i * 4 + 1] = Math.random(); // Quantized Y | |
| positionData[i * 4 + 2] = Math.random(); // Quantized Z | |
| positionData[i * 4 + 3] = 0; // Padding for RGBA texture | |
| // Octahedral encoded normals (simulated) | |
| normalData[i * 4] = Math.random(); // Octahedral X | |
| normalData[i * 4 + 1] = Math.random(); // Octahedral Y | |
| normalData[i * 4 + 2] = 0; // Padding | |
| normalData[i * 4 + 3] = 0; // Padding | |
| // Quantized UVs (simulated) | |
| uvData[i * 4] = Math.random(); // Quantized U | |
| uvData[i * 4 + 1] = Math.random(); // Quantized V | |
| uvData[i * 4 + 2] = 0; // Padding | |
| uvData[i * 4 + 3] = 0; // Padding | |
| } | |
| // Create mesh indices (simulated) | |
| for (let i = 0; i < indexCount; i += 3) { | |
| indices[i] = Math.floor(Math.random() * vertexCount); | |
| indices[i + 1] = Math.floor(Math.random() * vertexCount); | |
| indices[i + 2] = Math.floor(Math.random() * vertexCount); | |
| } | |
| // Dequantization information (simulated) | |
| const positionDequantizationFactors = [10, 10, 10]; // Scale factors for x, y, z | |
| const positionOffset = [0, 0, 0]; // Offset for positions | |
| const uvFactors = [1, 1]; // Scale factors for u, v | |
| return { | |
| vertexCount, | |
| indexCount, | |
| positionData, | |
| normalData, | |
| uvData, | |
| indices, | |
| positionDequantizationFactors, | |
| positionOffset, | |
| uvFactors | |
| }; | |
| } catch (error) { | |
| console.error('Error preparing Draco data:', error); | |
| throw error; | |
| } | |
| } | |
| /** | |
| * Decompress Draco mesh data using CPU (fallback method) | |
| * @param {ArrayBuffer} dracoData - Draco-encoded mesh data | |
| * @returns {Object} - Decompressed mesh data | |
| */ | |
| async function decompressDraco(dracoData) { | |
| // Ensure decoder is initialized | |
| if (!decoder) { | |
| await initDecoder(); | |
| } | |
| try { | |
| // This code simulates the CPU decompression process | |
| // In a real implementation, this would use the actual Draco API | |
| // In a real implementation, use the Draco decoder to extract mesh data | |
| // This is a simplified version for demonstration | |
| // Create a buffer view | |
| const dataView = new DataView(dracoData); | |
| // Parse header information (placeholder values) | |
| const vertexCount = 1000; | |
| const indexCount = 2994; // Assuming triangles, so multiple of 3 | |
| // Create buffers to hold the decompressed data | |
| const positions = new Float32Array(vertexCount * 3); | |
| const normals = new Float32Array(vertexCount * 3); | |
| const uvs = new Float32Array(vertexCount * 2); | |
| const indices = new Uint32Array(indexCount); | |
| // In a real implementation, Draco methods would extract geometry data | |
| // Fill buffers with placeholder data for demonstration | |
| for (let i = 0; i < vertexCount; i++) { | |
| // Positions | |
| positions[i * 3] = (Math.random() * 2 - 1) * 5; // X | |
| positions[i * 3 + 1] = (Math.random() * 2 - 1) * 5; // Y | |
| positions[i * 3 + 2] = (Math.random() * 2 - 1) * 5; // Z | |
| // Normals | |
| const nx = Math.random() * 2 - 1; | |
| const ny = Math.random() * 2 - 1; | |
| const nz = Math.random() * 2 - 1; | |
| const len = Math.sqrt(nx*nx + ny*ny + nz*nz); | |
| normals[i * 3] = nx / len; // Normalized X | |
| normals[i * 3 + 1] = ny / len; // Normalized Y | |
| normals[i * 3 + 2] = nz / len; // Normalized Z | |
| // UVs | |
| uvs[i * 2] = Math.random(); // U | |
| uvs[i * 2 + 1] = Math.random(); // V | |
| } | |
| // Create mesh indices (simulated) | |
| for (let i = 0; i < indexCount; i += 3) { | |
| indices[i] = Math.floor(Math.random() * vertexCount); | |
| indices[i + 1] = Math.floor(Math.random() * vertexCount); | |
| indices[i + 2] = Math.floor(Math.random() * vertexCount); | |
| } | |
| return { | |
| vertexCount, | |
| indexCount, | |
| positions, | |
| normals, | |
| uvs, | |
| indices | |
| }; | |
| } catch (error) { | |
| console.error('Error decompressing Draco data:', error); | |
| throw error; | |
| } | |
| } |