/** * 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; } }