/** * WebAssembly Face Mesh Processor * Handles high-performance mesh processing with WebAssembly */ class WasmFaceProcessor { constructor() { this.wasmModule = null; this.wasmMemory = null; this.wasmInstance = null; this.isReady = false; this.pendingTasks = []; // Load and initialize the WASM module this.initialize(); } /** * Initialize the WebAssembly module */ async initialize() { try { // Create memory with initial 16MB and maximum 128MB this.wasmMemory = new WebAssembly.Memory({ initial: 256, maximum: 2048 }); // Import object for WASM instantiation const importObject = { env: { memory: this.wasmMemory, emscripten_notify_memory_growth: () => {}, // Add any other required imports here // (Would typically include Math functions for Emscripten) powf: Math.pow, sqrt: Math.sqrt, expf: Math.exp, fabs: Math.abs, sinf: Math.sin, cosf: Math.cos, tanf: Math.tan, acosf: Math.acos, asinf: Math.asin, atanf: Math.atan, atan2f: Math.atan2, ceilf: Math.ceil, floorf: Math.floor, log: Math.log, console_log: function(ptr) { // Function to log messages from WASM console.log("WASM Log:", UTF8ToString(ptr)); } } }; // Fetch and instantiate the WebAssembly module const response = await fetch('/static/js/wasm/face_mesh_processor.wasm'); const wasmBytes = await response.arrayBuffer(); const { instance, module } = await WebAssembly.instantiate(wasmBytes, importObject); this.wasmModule = module; this.wasmInstance = instance; this.isReady = true; console.log("WebAssembly face processor module loaded successfully"); // Process any tasks that were queued while loading this.processPendingTasks(); } catch (error) { console.error("Failed to initialize WebAssembly face processor:", error); } } /** * Process any tasks that were queued while the WASM module was loading */ processPendingTasks() { while (this.pendingTasks.length > 0) { const task = this.pendingTasks.shift(); task(); } } /** * Execute a function when the WASM module is ready * @param {Function} callback - Function to execute */ whenReady(callback) { if (this.isReady) { callback(); } else { this.pendingTasks.push(callback); } } /** * Simplify a 3D facial mesh while preserving important features * @param {Object} meshData - Object containing mesh data * @param {Float32Array} meshData.vertices - Vertex positions and normals (x,y,z,nx,ny,nz,...) * @param {Uint32Array} meshData.indices - Triangle indices * @param {Array} meshData.landmarks - Facial landmarks * @param {number} targetRatio - Target ratio of vertices to keep (0-1) * @returns {Promise} - Simplified mesh data */ async simplifyMesh(meshData, targetRatio) { return new Promise((resolve, reject) => { this.whenReady(() => { try { // Get WASM exports const { initMesh, setLandmarks, calculateVertexImportance, simplifyMesh, freeMesh } = this.wasmInstance.exports; // Calculate target vertex count const vertexCount = meshData.vertices.length / 6; // Each vertex has x,y,z,nx,ny,nz const targetVertexCount = Math.max(100, Math.floor(vertexCount * targetRatio)); console.log(`Simplifying mesh from ${vertexCount} to approximately ${targetVertexCount} vertices`); // Allocate memory for vertex data in WASM const vertexDataPtr = this._allocateFloat32Array(meshData.vertices); // Allocate memory for triangle indices in WASM const indexDataPtr = this._allocateInt32Array(meshData.indices); // Initialize mesh in WASM const initResult = initMesh( vertexDataPtr, vertexCount, indexDataPtr, meshData.indices.length / 3 ); if (!initResult) { freeMesh(); this._freeMemory(vertexDataPtr); this._freeMemory(indexDataPtr); reject(new Error("Failed to initialize mesh in WebAssembly module")); return; } // If landmarks are provided, set them if (meshData.landmarks && meshData.landmarks.length > 0) { // Convert landmarks to flat array in format expected by WASM: x,y,z,type const landmarksFlat = new Float32Array(meshData.landmarks.length * 4); for (let i = 0; i < meshData.landmarks.length; i++) { const landmark = meshData.landmarks[i]; landmarksFlat[i * 4] = landmark.position.x; landmarksFlat[i * 4 + 1] = landmark.position.y; landmarksFlat[i * 4 + 2] = landmark.position.z; landmarksFlat[i * 4 + 3] = landmark.type || 0; } // Allocate memory for landmarks in WASM const landmarksPtr = this._allocateFloat32Array(landmarksFlat); // Set landmarks in WASM const landmarkResult = setLandmarks(landmarksPtr, meshData.landmarks.length); // Free landmarks memory this._freeMemory(landmarksPtr); if (!landmarkResult) { freeMesh(); this._freeMemory(vertexDataPtr); this._freeMemory(indexDataPtr); reject(new Error("Failed to set landmarks in WebAssembly module")); return; } // Calculate vertex importance based on landmarks calculateVertexImportance(); } // Allocate memory for output parameters const resultVertexCountPtr = this._allocateInt32(0); const resultTriangleCountPtr = this._allocateInt32(0); // Simplify the mesh const resultDataPtr = simplifyMesh(targetVertexCount, resultVertexCountPtr, resultTriangleCountPtr); // Read output parameters const resultVertexCount = this._readInt32(resultVertexCountPtr); const resultTriangleCount = this._readInt32(resultTriangleCountPtr); console.log(`Mesh simplified to ${resultVertexCount} vertices and ${resultTriangleCount} triangles`); // Read result data let simplifiedMesh = null; if (resultDataPtr) { // Result format: [v1x, v1y, v1z, v1nx, v1ny, v1nz, ..., t1v1, t1v2, t1v3, ...] const resultDataSize = 2 + (resultVertexCount * 6) + (resultTriangleCount * 3); const resultData = this._readFloat32Array(resultDataPtr, resultDataSize); // Extract vertices and indices const vertices = new Float32Array(resultVertexCount * 6); const indices = new Uint32Array(resultTriangleCount * 3); // Copy vertex data for (let i = 0; i < resultVertexCount; i++) { for (let j = 0; j < 6; j++) { vertices[i * 6 + j] = resultData[2 + i * 6 + j]; } } // Copy index data for (let i = 0; i < resultTriangleCount * 3; i++) { indices[i] = resultData[2 + resultVertexCount * 6 + i]; } simplifiedMesh = { vertices, indices, vertexCount: resultVertexCount, triangleCount: resultTriangleCount }; // Free result data memory this._freeMemory(resultDataPtr); } // Clean up freeMesh(); this._freeMemory(vertexDataPtr); this._freeMemory(indexDataPtr); this._freeMemory(resultVertexCountPtr); this._freeMemory(resultTriangleCountPtr); if (simplifiedMesh) { resolve(simplifiedMesh); } else { reject(new Error("Mesh simplification failed")); } } catch (error) { console.error("Error in WebAssembly mesh simplification:", error); reject(error); } }); }); } /** * Allocate memory for a Float32Array in the WASM module * @param {Float32Array} array - The array to allocate * @returns {number} - Pointer to the allocated memory */ _allocateFloat32Array(array) { const bytesPerElement = Float32Array.BYTES_PER_ELEMENT; const numBytes = array.length * bytesPerElement; const ptr = this.wasmInstance.exports.malloc(numBytes); const heap = new Uint8Array(this.wasmMemory.buffer); const heapView = new Float32Array(this.wasmMemory.buffer); for (let i = 0; i < array.length; i++) { heapView[ptr / bytesPerElement + i] = array[i]; } return ptr; } /** * Allocate memory for an Int32Array in the WASM module * @param {Int32Array | Uint32Array} array - The array to allocate * @returns {number} - Pointer to the allocated memory */ _allocateInt32Array(array) { const bytesPerElement = Int32Array.BYTES_PER_ELEMENT; const numBytes = array.length * bytesPerElement; const ptr = this.wasmInstance.exports.malloc(numBytes); const heap = new Uint8Array(this.wasmMemory.buffer); const heapView = new Int32Array(this.wasmMemory.buffer); for (let i = 0; i < array.length; i++) { heapView[ptr / bytesPerElement + i] = array[i]; } return ptr; } /** * Allocate memory for a single int in the WASM module * @param {number} value - The value to store * @returns {number} - Pointer to the allocated memory */ _allocateInt32(value) { const bytesPerElement = Int32Array.BYTES_PER_ELEMENT; const ptr = this.wasmInstance.exports.malloc(bytesPerElement); const heapView = new Int32Array(this.wasmMemory.buffer); heapView[ptr / bytesPerElement] = value; return ptr; } /** * Read a Float32Array from WASM memory * @param {number} ptr - Pointer to the memory * @param {number} length - Number of elements to read * @returns {Float32Array} - The read array */ _readFloat32Array(ptr, length) { const bytesPerElement = Float32Array.BYTES_PER_ELEMENT; return new Float32Array( this.wasmMemory.buffer.slice(ptr, ptr + length * bytesPerElement) ); } /** * Read an int from WASM memory * @param {number} ptr - Pointer to the memory * @returns {number} - The read value */ _readInt32(ptr) { const bytesPerElement = Int32Array.BYTES_PER_ELEMENT; const heapView = new Int32Array(this.wasmMemory.buffer); return heapView[ptr / bytesPerElement]; } /** * Free allocated memory in the WASM module * @param {number} ptr - Pointer to the memory to free */ _freeMemory(ptr) { if (ptr) { this.wasmInstance.exports.free(ptr); } } } /** * Worker wrapper for the WebAssembly face processor * This handles communication with the main thread */ class WasmProcessorWorker { constructor() { this.processor = new WasmFaceProcessor(); // Set up message handling self.addEventListener('message', this.handleMessage.bind(this)); } /** * Handle messages from the main thread * @param {MessageEvent} event - The message event */ async handleMessage(event) { const { type, id, data } = event.data; switch (type) { case 'simplifyMesh': try { const result = await this.processor.simplifyMesh(data.mesh, data.targetRatio); self.postMessage({ id, type: 'result', result }); } catch (error) { self.postMessage({ id, type: 'error', error: error.message }); } break; default: self.postMessage({ id, type: 'error', error: `Unknown command: ${type}` }); } } } // Initialize the worker if running in a worker context if (typeof WorkerGlobalScope !== 'undefined' && self instanceof WorkerGlobalScope) { new WasmProcessorWorker(); } else { // For main thread use, export the processor class export { WasmFaceProcessor }; }