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@@ -0,0 +1,905 @@
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+class Version {
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+ constructor(version) {
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+ this.version = version;
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+ var vmLength = version.indexOf('.') === -1 ? version.length : version.indexOf('.');
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+ this.versionMajor = parseInt(version.substr(0, vmLength));
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+ this.versionMinor = parseInt(version.substr(vmLength + 1));
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+ if (this.versionMinor.length === 0) {
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+ this.versionMinor = 0;
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+ }
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+ }
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+ newerThan(version) {
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+ var v = new Version(version);
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+ if (this.versionMajor > v.versionMajor) {
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+ return true;
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+ } else if (this.versionMajor === v.versionMajor && this.versionMinor > v.versionMinor) {
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+ return true;
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+ } else {
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+ return false;
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+ }
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+ }
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+ equalOrHigher(version) {
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+ var v = new Version(version);
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+ if (this.versionMajor > v.versionMajor) {
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+ return true;
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+ } else if (this.versionMajor === v.versionMajor && this.versionMinor >= v.versionMinor) {
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+ return true;
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+ } else {
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+ return false;
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+ }
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+ }
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+ upTo(version) {
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+ return !this.newerThan(version);
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+ }
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+}
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+
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+/**
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+ * Some types of possible point attribute data formats
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+ *
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+ * @class
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+ */
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+var PointAttributeTypes = {
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+ DATA_TYPE_DOUBLE: {
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+ ordinal: 0,
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+ name: "double",
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+ size: 8
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+ },
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+ DATA_TYPE_FLOAT: {
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+ ordinal: 1,
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+ name: "float",
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+ size: 4
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+ },
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+ DATA_TYPE_INT8: {
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+ ordinal: 2,
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+ name: "int8",
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+ size: 1
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+ },
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+ DATA_TYPE_UINT8: {
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+ ordinal: 3,
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+ name: "uint8",
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+ size: 1
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+ },
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+ DATA_TYPE_INT16: {
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+ ordinal: 4,
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+ name: "int16",
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+ size: 2
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+ },
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+ DATA_TYPE_UINT16: {
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+ ordinal: 5,
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+ name: "uint16",
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+ size: 2
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+ },
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+ DATA_TYPE_INT32: {
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+ ordinal: 6,
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+ name: "int32",
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+ size: 4
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+ },
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+ DATA_TYPE_UINT32: {
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+ ordinal: 7,
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+ name: "uint32",
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+ size: 4
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+ },
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+ DATA_TYPE_INT64: {
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+ ordinal: 8,
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+ name: "int64",
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+ size: 8
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+ },
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+ DATA_TYPE_UINT64: {
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+ ordinal: 9,
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+ name: "uint64",
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+ size: 8
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+ }
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+};
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+var i = 0;
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+for (var obj in PointAttributeTypes) {
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+ PointAttributeTypes[i] = PointAttributeTypes[obj];
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+ i++;
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+}
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+class PointAttribute {
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+ constructor(name, type, numElements) {
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+ this.name = name;
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+ this.type = type;
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+ this.numElements = numElements;
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+ this.byteSize = this.numElements * this.type.size;
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+ this.description = "";
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+ this.range = [Infinity, -Infinity];
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+ }
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+}
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+PointAttribute.POSITION_CARTESIAN = new PointAttribute("POSITION_CARTESIAN", PointAttributeTypes.DATA_TYPE_FLOAT, 3);
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+PointAttribute.RGBA_PACKED = new PointAttribute("COLOR_PACKED", PointAttributeTypes.DATA_TYPE_INT8, 4);
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+PointAttribute.COLOR_PACKED = PointAttribute.RGBA_PACKED;
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+PointAttribute.RGB_PACKED = new PointAttribute("COLOR_PACKED", PointAttributeTypes.DATA_TYPE_INT8, 3);
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+PointAttribute.NORMAL_FLOATS = new PointAttribute("NORMAL_FLOATS", PointAttributeTypes.DATA_TYPE_FLOAT, 3);
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+PointAttribute.INTENSITY = new PointAttribute("INTENSITY", PointAttributeTypes.DATA_TYPE_UINT16, 1);
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+PointAttribute.CLASSIFICATION = new PointAttribute("CLASSIFICATION", PointAttributeTypes.DATA_TYPE_UINT8, 1);
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+PointAttribute.NORMAL_SPHEREMAPPED = new PointAttribute("NORMAL_SPHEREMAPPED", PointAttributeTypes.DATA_TYPE_UINT8, 2);
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+PointAttribute.NORMAL_OCT16 = new PointAttribute("NORMAL_OCT16", PointAttributeTypes.DATA_TYPE_UINT8, 2);
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+PointAttribute.NORMAL = new PointAttribute("NORMAL", PointAttributeTypes.DATA_TYPE_FLOAT, 3);
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+PointAttribute.RETURN_NUMBER = new PointAttribute("RETURN_NUMBER", PointAttributeTypes.DATA_TYPE_UINT8, 1);
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+PointAttribute.NUMBER_OF_RETURNS = new PointAttribute("NUMBER_OF_RETURNS", PointAttributeTypes.DATA_TYPE_UINT8, 1);
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+PointAttribute.SOURCE_ID = new PointAttribute("SOURCE_ID", PointAttributeTypes.DATA_TYPE_UINT16, 1);
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+PointAttribute.INDICES = new PointAttribute("INDICES", PointAttributeTypes.DATA_TYPE_UINT32, 1);
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+PointAttribute.SPACING = new PointAttribute("SPACING", PointAttributeTypes.DATA_TYPE_FLOAT, 1);
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+PointAttribute.GPS_TIME = new PointAttribute("GPS_TIME", PointAttributeTypes.DATA_TYPE_DOUBLE, 1);
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+
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+//import * as THREE from "../../libs/three.js/build/three.module.js";
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+var typedArrayMapping = {
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+ "int8": Int8Array,
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+ "int16": Int16Array,
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+ "int32": Int32Array,
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+ "int64": Float64Array,
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+ "uint8": Uint8Array,
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+ "uint16": Uint16Array,
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+ "uint32": Uint32Array,
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+ "uint64": Float64Array,
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+ "float": Float32Array,
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+ "double": Float64Array
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+};
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+var gs3dProplist = [
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+//'x', 'y', 'z',
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+//'nx', 'ny', 'nz',
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+'f_dc_0', 'f_dc_1', 'f_dc_2', 'f_rest_0', 'f_rest_1', 'f_rest_2', 'f_rest_3', 'f_rest_4', 'f_rest_5', 'f_rest_6', 'f_rest_7', 'f_rest_8', 'opacity', 'scale_0', 'scale_1', 'scale_2', 'rot_0', 'rot_1', 'rot_2', 'rot_3'];
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+var clamp = function clamp(value, min, max) {
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+ return Math.max(min, Math.min(max, value));
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+};
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+class Vector3 {
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+ constructor() {
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+ var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
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+ var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
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+ var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
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+ Object.defineProperty(this, 'isVector3', {
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+ value: true
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+ });
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ }
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+ set(x, y, z) {
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+ if (z === undefined) z = this.z; // sprite.scale.set(x,y)
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+
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ return this;
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+ }
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+}
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+class Quaternion {
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+ constructor() {
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+ var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
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+ var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
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+ var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
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+ var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;
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+ Object.defineProperty(this, 'isQuaternion', {
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+ value: true
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+ });
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+ this._x = x;
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+ this._y = y;
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+ this._z = z;
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+ this._w = w;
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+ }
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+ set(x, y, z, w) {
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+ this._x = x;
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+ this._y = y;
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+ this._z = z;
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+ this._w = w;
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+
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+ //this._onChangeCallback();
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+
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+ return this;
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+ }
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+ length() {
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+ return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
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+ }
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+ normalize() {
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+ var l = this.length();
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+ if (l === 0) {
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+ this._x = 0;
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+ this._y = 0;
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+ this._z = 0;
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+ this._w = 1;
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+ } else {
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+ l = 1 / l;
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+ this._x = this._x * l;
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+ this._y = this._y * l;
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+ this._z = this._z * l;
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+ this._w = this._w * l;
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+ }
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+
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+ //this._onChangeCallback();
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+
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+ return this;
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+ }
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+}
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+var _zero = new Vector3(0, 0, 0);
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+var _one = new Vector3(1, 1, 1);
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+class Matrix4 {
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+ constructor() {
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+ Object.defineProperty(this, 'isMatrix4', {
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+ value: true
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+ });
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+ this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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+ if (arguments.length > 0) {
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+ console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
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+ }
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+ }
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+ makeRotationFromQuaternion(q) {
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+ return this.compose(_zero, q, _one);
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+ }
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+ compose(position, quaternion, scale) {
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+ var te = this.elements;
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+ var x = quaternion._x,
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+ y = quaternion._y,
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+ z = quaternion._z,
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+ w = quaternion._w;
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+ var x2 = x + x,
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+ y2 = y + y,
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+ z2 = z + z;
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+ var xx = x * x2,
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+ xy = x * y2,
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+ xz = x * z2;
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+ var yy = y * y2,
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+ yz = y * z2,
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+ zz = z * z2;
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+ var wx = w * x2,
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+ wy = w * y2,
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+ wz = w * z2;
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+ var sx = scale.x,
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+ sy = scale.y,
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+ sz = scale.z;
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+ te[0] = (1 - (yy + zz)) * sx;
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+ te[1] = (xy + wz) * sx;
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+ te[2] = (xz - wy) * sx;
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+ te[3] = 0;
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+ te[4] = (xy - wz) * sy;
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+ te[5] = (1 - (xx + zz)) * sy;
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+ te[6] = (yz + wx) * sy;
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+ te[7] = 0;
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+ te[8] = (xz + wy) * sz;
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+ te[9] = (yz - wx) * sz;
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+ te[10] = (1 - (xx + yy)) * sz;
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+ te[11] = 0;
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+ te[12] = position.x;
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+ te[13] = position.y;
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+ te[14] = position.z;
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+ te[15] = 1;
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+ return this;
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+ }
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+ makeScale(x, y, z) {
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+ this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
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+ return this;
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+ }
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+ set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
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+ var te = this.elements;
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+ te[0] = n11;
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+ te[4] = n12;
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+ te[8] = n13;
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+ te[12] = n14;
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+ te[1] = n21;
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+ te[5] = n22;
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+ te[9] = n23;
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+ te[13] = n24;
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+ te[2] = n31;
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+ te[6] = n32;
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+ te[10] = n33;
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+ te[14] = n34;
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+ te[3] = n41;
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+ te[7] = n42;
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+ te[11] = n43;
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+ te[15] = n44;
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+ return this;
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+ }
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+}
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+class Matrix3 {
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+ constructor() {
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+ Object.defineProperty(this, 'isMatrix3', {
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+ value: true
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+ });
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+ this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
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+ if (arguments.length > 0) {
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+ console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
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+ }
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+ }
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+ copy(m) {
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+ var te = this.elements;
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+ var me = m.elements;
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+ te[0] = me[0];
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+ te[1] = me[1];
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+ te[2] = me[2];
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+ te[3] = me[3];
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+ te[4] = me[4];
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+ te[5] = me[5];
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+ te[6] = me[6];
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+ te[7] = me[7];
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+ te[8] = me[8];
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+ return this;
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+ }
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+ multiply(m) {
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+ return this.multiplyMatrices(this, m);
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+ }
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+ premultiply(m) {
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+ return this.multiplyMatrices(m, this);
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+ }
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+ multiplyMatrices(a, b) {
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+ var ae = a.elements;
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+ var be = b.elements;
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+ var te = this.elements;
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+ var a11 = ae[0],
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+ a12 = ae[3],
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+ a13 = ae[6];
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+ var a21 = ae[1],
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+ a22 = ae[4],
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+ a23 = ae[7];
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+ var a31 = ae[2],
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+ a32 = ae[5],
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+ a33 = ae[8];
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+ var b11 = be[0],
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+ b12 = be[3],
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+ b13 = be[6];
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+ var b21 = be[1],
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+ b22 = be[4],
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+ b23 = be[7];
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+ var b31 = be[2],
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+ b32 = be[5],
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+ b33 = be[8];
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+ te[0] = a11 * b11 + a12 * b21 + a13 * b31;
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+ te[3] = a11 * b12 + a12 * b22 + a13 * b32;
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+ te[6] = a11 * b13 + a12 * b23 + a13 * b33;
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+ te[1] = a21 * b11 + a22 * b21 + a23 * b31;
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+ te[4] = a21 * b12 + a22 * b22 + a23 * b32;
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+ te[7] = a21 * b13 + a22 * b23 + a23 * b33;
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+ te[2] = a31 * b11 + a32 * b21 + a33 * b31;
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+ te[5] = a31 * b12 + a32 * b22 + a33 * b32;
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+ te[8] = a31 * b13 + a32 * b23 + a33 * b33;
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+ return this;
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+ }
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+ setFromMatrix4(m) {
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+ var me = m.elements;
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+ this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
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+ return this;
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+ }
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+ set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
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+ var te = this.elements;
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+ te[0] = n11;
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+ te[1] = n21;
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+ te[2] = n31;
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+ te[3] = n12;
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+ te[4] = n22;
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+ te[5] = n32;
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+ te[6] = n13;
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+ te[7] = n23;
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+ te[8] = n33;
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+ return this;
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+ }
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+ transpose() {
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+ var tmp;
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+ var m = this.elements;
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+ tmp = m[1];
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+ m[1] = m[3];
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+ m[3] = tmp;
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+ tmp = m[2];
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+ m[2] = m[6];
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+ m[6] = tmp;
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+ tmp = m[5];
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+ m[5] = m[7];
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+ m[7] = tmp;
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+ return this;
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+ }
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+}
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+var toHalfFloat = function toHalfFloat(val) {
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|
+ // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
|
|
|
+
|
|
|
+ /* This method is faster than the OpenEXR implementation (very often
|
|
|
+ * used, eg. in Ogre), with the additional benefit of rounding, inspired
|
|
|
+ * by James Tursa?s half-precision code. */
|
|
|
+
|
|
|
+ _floatView[0] = val;
|
|
|
+ var x = _int32View[0];
|
|
|
+ var bits = x >> 16 & 0x8000; /* Get the sign */
|
|
|
+ var m = x >> 12 & 0x07ff; /* Keep one extra bit for rounding */
|
|
|
+ var e = x >> 23 & 0xff; /* Using int is faster here */
|
|
|
+
|
|
|
+ /* If zero, or denormal, or exponent underflows too much for a denormal
|
|
|
+ * half, return signed zero. */
|
|
|
+ if (e < 103) return bits;
|
|
|
+
|
|
|
+ /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
|
|
|
+ if (e > 142) {
|
|
|
+ bits |= 0x7c00;
|
|
|
+ /* If exponent was 0xff and one mantissa bit was set, it means NaN,
|
|
|
+ * not Inf, so make sure we set one mantissa bit too. */
|
|
|
+ bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
|
|
|
+ return bits;
|
|
|
+ }
|
|
|
+
|
|
|
+ /* If exponent underflows but not too much, return a denorma l */
|
|
|
+ if (e < 113) {
|
|
|
+ m |= 0x0800;
|
|
|
+ /* Extra rounding may overflow and set mantissa to 0 and exponent
|
|
|
+ * to 1, which is OK. */
|
|
|
+ bits |= (m >> 114 - e) + (m >> 113 - e & 1);
|
|
|
+ return bits;
|
|
|
+ }
|
|
|
+ bits |= e - 112 << 10 | m >> 1;
|
|
|
+ /* Extra rounding. An overflow will set mantissa to 0 and increment
|
|
|
+ * the exponent, which is OK. */
|
|
|
+ bits += m & 1;
|
|
|
+ return bits;
|
|
|
+};
|
|
|
+var computeCovariance = function () {
|
|
|
+ //通过旋转和缩放计算协方差(决定姿态)得到6个数
|
|
|
+
|
|
|
+ var tempMatrix4 = new Matrix4();
|
|
|
+ var scaleMatrix = new Matrix3();
|
|
|
+ var rotationMatrix = new Matrix3();
|
|
|
+ var covarianceMatrix = new Matrix3();
|
|
|
+ var transformedCovariance = new Matrix3();
|
|
|
+ var transform3x3 = new Matrix3();
|
|
|
+ var transform3x3Transpose = new Matrix3();
|
|
|
+ var thf = toHalfFloat; //THREE.DataUtils.toHalfFloat.bind(THREE.DataUtils);
|
|
|
+
|
|
|
+ return function (scale, rotation, transform, outCovariance) {
|
|
|
+ var outOffset = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0;
|
|
|
+ var desiredOutputCompressionLevel = arguments.length > 5 ? arguments[5] : undefined;
|
|
|
+ tempMatrix4.makeScale(scale.x, scale.y, scale.z);
|
|
|
+ scaleMatrix.setFromMatrix4(tempMatrix4);
|
|
|
+ tempMatrix4.makeRotationFromQuaternion(rotation);
|
|
|
+ rotationMatrix.setFromMatrix4(tempMatrix4);
|
|
|
+ covarianceMatrix.copy(rotationMatrix).multiply(scaleMatrix);
|
|
|
+ transformedCovariance.copy(covarianceMatrix).transpose().premultiply(covarianceMatrix); //为什么要乘以自己的转置呀?
|
|
|
+
|
|
|
+ if (transform) {
|
|
|
+ //场景的整体transform 如果可能移动就不传,在sort时直接乘
|
|
|
+ transform3x3.setFromMatrix4(transform);
|
|
|
+ transform3x3Transpose.copy(transform3x3).transpose();
|
|
|
+ transformedCovariance.multiply(transform3x3Transpose);
|
|
|
+ transformedCovariance.premultiply(transform3x3);
|
|
|
+ }
|
|
|
+ if (desiredOutputCompressionLevel === 1) {
|
|
|
+ //压缩
|
|
|
+ outCovariance[outOffset] = thf(transformedCovariance.elements[0]);
|
|
|
+ outCovariance[outOffset + 1] = thf(transformedCovariance.elements[3]);
|
|
|
+ outCovariance[outOffset + 2] = thf(transformedCovariance.elements[6]);
|
|
|
+ outCovariance[outOffset + 3] = thf(transformedCovariance.elements[4]);
|
|
|
+ outCovariance[outOffset + 4] = thf(transformedCovariance.elements[7]);
|
|
|
+ outCovariance[outOffset + 5] = thf(transformedCovariance.elements[8]);
|
|
|
+ } else {
|
|
|
+ outCovariance[outOffset] = transformedCovariance.elements[0];
|
|
|
+ outCovariance[outOffset + 1] = transformedCovariance.elements[3];
|
|
|
+ outCovariance[outOffset + 2] = transformedCovariance.elements[6];
|
|
|
+ outCovariance[outOffset + 3] = transformedCovariance.elements[4];
|
|
|
+ outCovariance[outOffset + 4] = transformedCovariance.elements[7];
|
|
|
+ outCovariance[outOffset + 5] = transformedCovariance.elements[8];
|
|
|
+ }
|
|
|
+
|
|
|
+ /*
|
|
|
+ Vrk 中的元素分别是transformedCovariance的 [
|
|
|
+ 0,3,6,
|
|
|
+ 3,4,7,
|
|
|
+ 6,7,8
|
|
|
+ ]
|
|
|
+
|
|
|
+ */
|
|
|
+ };
|
|
|
+}();
|
|
|
+Potree = {};
|
|
|
+onmessage = function onmessage(event) {
|
|
|
+ performance.mark("binary-decoder-start");
|
|
|
+ var buffer = event.data.buffer;
|
|
|
+ var pointAttributes = event.data.pointAttributes;
|
|
|
+ var numPoints = buffer.byteLength / pointAttributes.byteSize;
|
|
|
+ var view = new DataView(buffer);
|
|
|
+ var version = new Version(event.data.version);
|
|
|
+ var nodeOffset = event.data.offset;
|
|
|
+ var scale = event.data.scale;
|
|
|
+ var spacing = event.data.spacing;
|
|
|
+ var hasChildren = event.data.hasChildren;
|
|
|
+ var name = event.data.name;
|
|
|
+ var tightBoxMin = [Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY];
|
|
|
+ var tightBoxMax = [Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY];
|
|
|
+ var mean = [0, 0, 0];
|
|
|
+ var pos = event.data.min; // add geometryNode.sceneNode.position node的偏移
|
|
|
+
|
|
|
+ var attributeBuffers = {};
|
|
|
+ var inOffset = 0;
|
|
|
+ var hasGS3D = pointAttributes.attributes.some(e => e.name == 'GS3D');
|
|
|
+ var _loop = function _loop(pointAttribute) {
|
|
|
+ if (pointAttribute.name === "POSITION_CARTESIAN") {
|
|
|
+ var _buff = new ArrayBuffer(numPoints * 4 * 3);
|
|
|
+ var positions = new Float32Array(_buff);
|
|
|
+ for (var _j = 0; _j < numPoints; _j++) {
|
|
|
+ var x = void 0,
|
|
|
+ y = void 0,
|
|
|
+ z = void 0;
|
|
|
+ if (version.newerThan('1.3')) {
|
|
|
+ x = view.getUint32(inOffset + _j * pointAttributes.byteSize + 0, true) * scale;
|
|
|
+ y = view.getUint32(inOffset + _j * pointAttributes.byteSize + 4, true) * scale;
|
|
|
+ z = view.getUint32(inOffset + _j * pointAttributes.byteSize + 8, true) * scale;
|
|
|
+ } else {
|
|
|
+ x = view.getFloat32(_j * pointAttributes.byteSize + 0, true) + nodeOffset[0];
|
|
|
+ y = view.getFloat32(_j * pointAttributes.byteSize + 4, true) + nodeOffset[1];
|
|
|
+ z = view.getFloat32(_j * pointAttributes.byteSize + 8, true) + nodeOffset[2];
|
|
|
+ }
|
|
|
+ positions[3 * _j + 0] = x;
|
|
|
+ positions[3 * _j + 1] = y;
|
|
|
+ positions[3 * _j + 2] = z;
|
|
|
+ mean[0] += x / numPoints;
|
|
|
+ mean[1] += y / numPoints;
|
|
|
+ mean[2] += z / numPoints;
|
|
|
+ tightBoxMin[0] = Math.min(tightBoxMin[0], x);
|
|
|
+ tightBoxMin[1] = Math.min(tightBoxMin[1], y);
|
|
|
+ tightBoxMin[2] = Math.min(tightBoxMin[2], z);
|
|
|
+ tightBoxMax[0] = Math.max(tightBoxMax[0], x);
|
|
|
+ tightBoxMax[1] = Math.max(tightBoxMax[1], y);
|
|
|
+ tightBoxMax[2] = Math.max(tightBoxMax[2], z);
|
|
|
+ }
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ if (hasGS3D) {
|
|
|
+ //add
|
|
|
+ var buff2 = new ArrayBuffer(numPoints * 4 * 4);
|
|
|
+ var buff3 = new ArrayBuffer(numPoints * 4 * 3);
|
|
|
+ var centersInt = new Int32Array(buff2);
|
|
|
+ var centersFloat = new Float32Array(buff3);
|
|
|
+ for (var _i = 0; _i < numPoints; _i++) {
|
|
|
+ centersFloat[3 * _i + 0] = positions[3 * _i + 0] + pos[0];
|
|
|
+ centersFloat[3 * _i + 1] = positions[3 * _i + 1] + pos[1];
|
|
|
+ centersFloat[3 * _i + 2] = positions[3 * _i + 2] + pos[2];
|
|
|
+ //centersFloat[4 * i + 3] = 1;
|
|
|
+ centersInt[4 * _i + 0] = centersFloat[3 * _i + 0] * 1000;
|
|
|
+ centersInt[4 * _i + 1] = centersFloat[3 * _i + 1] * 1000;
|
|
|
+ centersInt[4 * _i + 2] = centersFloat[3 * _i + 2] * 1000;
|
|
|
+ centersInt[4 * _i + 3] = 1000;
|
|
|
+ }
|
|
|
+ attributeBuffers['centersInt'] = {
|
|
|
+ buffer: buff2,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ attributeBuffers['centersFloat'] = {
|
|
|
+ buffer: buff3,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ }
|
|
|
+ } else if (pointAttribute.name === "rgba") {
|
|
|
+ var _buff2 = new ArrayBuffer(numPoints * 4);
|
|
|
+ var colors = new Uint8Array(_buff2);
|
|
|
+ for (var _j2 = 0; _j2 < numPoints; _j2++) {
|
|
|
+ colors[4 * _j2 + 0] = view.getUint8(inOffset + _j2 * pointAttributes.byteSize + 0);
|
|
|
+ colors[4 * _j2 + 1] = view.getUint8(inOffset + _j2 * pointAttributes.byteSize + 1);
|
|
|
+ colors[4 * _j2 + 2] = view.getUint8(inOffset + _j2 * pointAttributes.byteSize + 2);
|
|
|
+ }
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff2,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ } else if (pointAttribute.name === "NORMAL_SPHEREMAPPED") {
|
|
|
+ var _buff3 = new ArrayBuffer(numPoints * 4 * 3);
|
|
|
+ var normals = new Float32Array(_buff3);
|
|
|
+ for (var _j3 = 0; _j3 < numPoints; _j3++) {
|
|
|
+ var bx = view.getUint8(inOffset + _j3 * pointAttributes.byteSize + 0);
|
|
|
+ var by = view.getUint8(inOffset + _j3 * pointAttributes.byteSize + 1);
|
|
|
+ var ex = bx / 255;
|
|
|
+ var ey = by / 255;
|
|
|
+ var nx = ex * 2 - 1;
|
|
|
+ var ny = ey * 2 - 1;
|
|
|
+ var nz = 1;
|
|
|
+ var nw = -1;
|
|
|
+ var l = nx * -nx + ny * -ny + nz * -nw;
|
|
|
+ nz = l;
|
|
|
+ nx = nx * Math.sqrt(l);
|
|
|
+ ny = ny * Math.sqrt(l);
|
|
|
+ nx = nx * 2;
|
|
|
+ ny = ny * 2;
|
|
|
+ nz = nz * 2 - 1;
|
|
|
+ normals[3 * _j3 + 0] = nx;
|
|
|
+ normals[3 * _j3 + 1] = ny;
|
|
|
+ normals[3 * _j3 + 2] = nz;
|
|
|
+ }
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff3,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ } else if (pointAttribute.name === "NORMAL_OCT16") {
|
|
|
+ //只需要2 byte! 原本需要12个byte
|
|
|
+ var _buff4 = new ArrayBuffer(numPoints * 4 * 3);
|
|
|
+ var _normals = new Float32Array(_buff4);
|
|
|
+ for (var _j4 = 0; _j4 < numPoints; _j4++) {
|
|
|
+ var _bx = view.getUint8(inOffset + _j4 * pointAttributes.byteSize + 0);
|
|
|
+ var _by = view.getUint8(inOffset + _j4 * pointAttributes.byteSize + 1);
|
|
|
+ var u = _bx / 255 * 2 - 1;
|
|
|
+ var v = _by / 255 * 2 - 1;
|
|
|
+ var _z = 1 - Math.abs(u) - Math.abs(v);
|
|
|
+ var _x = 0;
|
|
|
+ var _y = 0;
|
|
|
+ if (_z >= 0) {
|
|
|
+ _x = u;
|
|
|
+ _y = v;
|
|
|
+ } else {
|
|
|
+ _x = -(v / Math.sign(v) - 1) / Math.sign(u);
|
|
|
+ _y = -(u / Math.sign(u) - 1) / Math.sign(v);
|
|
|
+ }
|
|
|
+ var length = Math.sqrt(_x * _x + _y * _y + _z * _z); //因法线长度固定为1,所以只需要xy就能算出z(不过这里似乎是约定相加为1?)
|
|
|
+ _x = _x / length; //x和y都只有一个byte,所以精度很低,只有256个分段
|
|
|
+ _y = _y / length;
|
|
|
+ _z = _z / length;
|
|
|
+ _normals[3 * _j4 + 0] = _x;
|
|
|
+ _normals[3 * _j4 + 1] = _y;
|
|
|
+ _normals[3 * _j4 + 2] = _z;
|
|
|
+ }
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff4,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ } else if (pointAttribute.name === "NORMAL") {
|
|
|
+ var _buff5 = new ArrayBuffer(numPoints * 4 * 3);
|
|
|
+ var _normals2 = new Float32Array(_buff5);
|
|
|
+ for (var _j5 = 0; _j5 < numPoints; _j5++) {
|
|
|
+ var _x2 = view.getFloat32(inOffset + _j5 * pointAttributes.byteSize + 0, true);
|
|
|
+ var _y2 = view.getFloat32(inOffset + _j5 * pointAttributes.byteSize + 4, true);
|
|
|
+ var _z2 = view.getFloat32(inOffset + _j5 * pointAttributes.byteSize + 8, true);
|
|
|
+ _normals2[3 * _j5 + 0] = _x2;
|
|
|
+ _normals2[3 * _j5 + 1] = _y2;
|
|
|
+ _normals2[3 * _j5 + 2] = _z2;
|
|
|
+ }
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff5,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ } else if (pointAttribute.name === "IR" || pointAttribute.name === "TEMP") {
|
|
|
+ //温度 ir是热成像的温度 temp是AI识别的温度
|
|
|
+
|
|
|
+ var _buff6 = new ArrayBuffer(numPoints * 4); //原本数据是uint16但是shader没办法接收,只能转了
|
|
|
+ var _f = new Float32Array(_buff6); //according to pointAttribute.type.name, 取值范围为 0 到 65535。
|
|
|
+ var min = Infinity,
|
|
|
+ max = -Infinity,
|
|
|
+ _v;
|
|
|
+ for (var _j6 = 0; _j6 < numPoints; _j6++) {
|
|
|
+ //仿照position的写法 填入数据
|
|
|
+ _f[_j6] = _v = view.getUint16(inOffset + _j6 * pointAttributes.byteSize, true) / 10; //开尔文
|
|
|
+ _v != 0 && (min = Math.min(min, _v)); //==0可能是没探测到所以跳过
|
|
|
+ _v != 0 && (max = Math.max(max, _v));
|
|
|
+ } //ir or temp 里面的值除以10就是开尔文温度
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff6,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ pointAttribute.range = [min, max]; //但每个geo范围不一样
|
|
|
+ } else if (pointAttribute.name === "SEG") {
|
|
|
+ //类型
|
|
|
+ /*
|
|
|
+ 1: concrete
|
|
|
+ 2: wood
|
|
|
+ 3: metal
|
|
|
+ 4: glass
|
|
|
+ 5: plastic
|
|
|
+ 6: electric_wire
|
|
|
+ */
|
|
|
+ var _buff7 = new ArrayBuffer(numPoints * 4);
|
|
|
+ var _f2 = new Float32Array(_buff7); //according to pointAttribute.type.name, 取值范围为 0 到 65535。
|
|
|
+
|
|
|
+ for (var _j7 = 0; _j7 < numPoints; _j7++) {
|
|
|
+ //仿照position的写法 填入数据
|
|
|
+ _f2[_j7] = view.getUint16(inOffset + _j7 * pointAttributes.byteSize, true);
|
|
|
+ } //ir or temp 里面的值除以10就是开尔文温度哈
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff7,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+ } else if (pointAttribute.name === "GS3D") {
|
|
|
+ //add 见inriav1plyparser.js
|
|
|
+ //////////////////////////////////////////////////////////
|
|
|
+ var _buff8 = new ArrayBuffer(numPoints * pointAttribute.byteSize);
|
|
|
+ var _f3 = new Float32Array(_buff8);
|
|
|
+ for (var _j8 = 0; _j8 < numPoints; _j8++) {
|
|
|
+ //仿照position的写法 填入数据
|
|
|
+ for (var _i2 = 0; _i2 < pointAttribute.numElements; _i2++) {
|
|
|
+ //f32[pointAttribute.numElements * j + i] = view.getUint32( inOffset + j * pointAttributes.byteSize + 4*i, true) * scale ;
|
|
|
+ _f3[pointAttribute.numElements * _j8 + _i2] = view.getFloat32(inOffset + _j8 * pointAttributes.byteSize + 4 * _i2, true); //+ nodeOffset[0];
|
|
|
+ //是Uint32还是Float32? PlyParserUtils.js中写的是getFloat32 ( rawVertex[fieldId] = vertexData.getFloat32(offset + fieldOffsets[fieldId], true);)
|
|
|
+ }
|
|
|
+ }
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff8,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+
|
|
|
+ //得到颜色
|
|
|
+
|
|
|
+ var _buff9 = new ArrayBuffer(numPoints * 4);
|
|
|
+ var _colors = new Uint8Array(_buff9);
|
|
|
+ var SH_C0 = 0.28209479177387814;
|
|
|
+ var offset_opa = gs3dProplist.indexOf('opacity');
|
|
|
+ var offset_col = gs3dProplist.indexOf('f_dc_0');
|
|
|
+ var getColor = index => {
|
|
|
+ var value = (0.5 + SH_C0 * _f3[index + offset_col]) * 255;
|
|
|
+ return clamp(Math.floor(value), 0, 255);
|
|
|
+ };
|
|
|
+ var getOpacity = index => {
|
|
|
+ var value = 1 / (1 + Math.exp(-_f3[index + offset_opa])) * 255;
|
|
|
+ return clamp(Math.floor(value), 0, 255);
|
|
|
+ };
|
|
|
+ for (var _j9 = 0; _j9 < numPoints; _j9++) {
|
|
|
+ _colors[4 * _j9 + 0] = getColor(_j9 * pointAttribute.numElements + 0);
|
|
|
+ _colors[4 * _j9 + 1] = getColor(_j9 * pointAttribute.numElements + 1);
|
|
|
+ _colors[4 * _j9 + 2] = getColor(_j9 * pointAttribute.numElements + 2);
|
|
|
+ _colors[4 * _j9 + 3] = getOpacity(_j9 * pointAttribute.numElements);
|
|
|
+ }
|
|
|
+ attributeBuffers['rgba'] = {
|
|
|
+ buffer: _buff9,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+
|
|
|
+ //compute cov:
|
|
|
+ var _buff10 = new ArrayBuffer(numPoints * 24);
|
|
|
+ //let buff3_ = new ArrayBuffer(numPoints * 12);
|
|
|
+ var covs = new Float32Array(_buff10);
|
|
|
+ //let scales = new Float32Array(buff3_);
|
|
|
+ var offset_scale = gs3dProplist.indexOf('scale_0'); //第49个数开始是
|
|
|
+ var offset_rot = gs3dProplist.indexOf('rot_0');
|
|
|
+ var _scale2 = new Vector3();
|
|
|
+ var quaternion = new Quaternion();
|
|
|
+ var getScale = index => {
|
|
|
+ var get = offset => {
|
|
|
+ var s1 = _f3[index * pointAttribute.numElements + offset + offset_scale];
|
|
|
+ var s = Math.exp(s1);
|
|
|
+ //scales[index*3+offset] = s
|
|
|
+ return s; //0.2*Math.pow(1.1, f32[index * pointAttribute.numElements + offset + offset_scale])
|
|
|
+ };
|
|
|
+ _scale2.set(get(0), get(1), get(2));
|
|
|
+ };
|
|
|
+ var getQuatenion = index => {
|
|
|
+ var get = offset => {
|
|
|
+ return _f3[index * pointAttribute.numElements + offset + offset_rot];
|
|
|
+ };
|
|
|
+ //quaternion.set( get(0), get(1), get(2), get(3))
|
|
|
+ quaternion.set(get(1), get(2), get(3), get(0)); //w放到最后 另外如果compressionLevel不是0的话还要再加一步,见this.fbf(sectionFloatArray[rotationBase + 1]
|
|
|
+ quaternion.normalize(); //有时候数据没归一化,结果splat看起来很大
|
|
|
+ };
|
|
|
+ for (var _j10 = 0; _j10 < numPoints; _j10++) {
|
|
|
+ getScale(_j10);
|
|
|
+ getQuatenion(_j10);
|
|
|
+ computeCovariance(_scale2, quaternion, null, covs, 6 * _j10);
|
|
|
+ }
|
|
|
+ attributeBuffers['covs'] = {
|
|
|
+ buffer: _buff10,
|
|
|
+ attribute: pointAttribute
|
|
|
+ };
|
|
|
+
|
|
|
+ ////////////////////////////////////////////////////////////////////////////////
|
|
|
+ } else {
|
|
|
+ var _buff12 = new ArrayBuffer(numPoints * 4);
|
|
|
+ var _f4 = new Float32Array(_buff12);
|
|
|
+ var TypedArray = typedArrayMapping[pointAttribute.type.name];
|
|
|
+ preciseBuffer = new TypedArray(numPoints);
|
|
|
+ var [_min, _max] = [Infinity, -Infinity];
|
|
|
+ var [_offset2, _scale3] = [0, 1];
|
|
|
+ var getterMap = {
|
|
|
+ "int8": view.getInt8,
|
|
|
+ "int16": view.getInt16,
|
|
|
+ "int32": view.getInt32,
|
|
|
+ "int64": view.getInt64,
|
|
|
+ "uint8": view.getUint8,
|
|
|
+ "uint16": view.getUint16,
|
|
|
+ "uint32": view.getUint32,
|
|
|
+ "uint64": view.getUint64,
|
|
|
+ "float": view.getFloat32,
|
|
|
+ "double": view.getFloat64
|
|
|
+ };
|
|
|
+ var _getter = getterMap[pointAttribute.type.name].bind(view);
|
|
|
+
|
|
|
+ // compute offset and scale to pack larger types into 32 bit floats
|
|
|
+ if (pointAttribute.type.size > 4) {
|
|
|
+ for (var _j12 = 0; _j12 < numPoints; _j12++) {
|
|
|
+ var _value = _getter(inOffset + _j12 * pointAttributes.byteSize, true);
|
|
|
+ if (!Number.isNaN(_value)) {
|
|
|
+ _min = Math.min(_min, _value);
|
|
|
+ _max = Math.max(_max, _value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (pointAttribute.initialRange != null) {
|
|
|
+ _offset2 = pointAttribute.initialRange[0];
|
|
|
+ _scale3 = 1 / (pointAttribute.initialRange[1] - pointAttribute.initialRange[0]);
|
|
|
+ } else {
|
|
|
+ _offset2 = _min;
|
|
|
+ _scale3 = 1 / (_max - _min);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ for (var _j13 = 0; _j13 < numPoints; _j13++) {
|
|
|
+ var _value2 = _getter(inOffset + _j13 * pointAttributes.byteSize, true);
|
|
|
+ if (!Number.isNaN(_value2)) {
|
|
|
+ _min = Math.min(_min, _value2);
|
|
|
+ _max = Math.max(_max, _value2);
|
|
|
+ }
|
|
|
+ _f4[_j13] = (_value2 - _offset2) * _scale3;
|
|
|
+ preciseBuffer[_j13] = _value2;
|
|
|
+ }
|
|
|
+ pointAttribute.range = [_min, _max];
|
|
|
+ attributeBuffers[pointAttribute.name] = {
|
|
|
+ buffer: _buff12,
|
|
|
+ preciseBuffer: preciseBuffer,
|
|
|
+ attribute: pointAttribute,
|
|
|
+ offset: _offset2,
|
|
|
+ scale: _scale3
|
|
|
+ };
|
|
|
+ }
|
|
|
+ inOffset += pointAttribute.byteSize;
|
|
|
+ };
|
|
|
+ for (var pointAttribute of pointAttributes.attributes) {
|
|
|
+ _loop(pointAttribute);
|
|
|
+ }
|
|
|
+ {
|
|
|
+ // add indices
|
|
|
+ var buff = new ArrayBuffer(numPoints * 4);
|
|
|
+ var indices = new Uint32Array(buff);
|
|
|
+ for (var i = 0; i < numPoints; i++) {
|
|
|
+ indices[i] = i;
|
|
|
+ }
|
|
|
+ attributeBuffers["INDICES"] = {
|
|
|
+ buffer: buff,
|
|
|
+ attribute: PointAttribute.INDICES
|
|
|
+ };
|
|
|
+ }
|
|
|
+ {
|
|
|
+ // handle attribute vectors
|
|
|
+ var vectors = pointAttributes.vectors;
|
|
|
+ for (var vector of vectors) {
|
|
|
+ var {
|
|
|
+ name: _name,
|
|
|
+ attributes
|
|
|
+ } = vector;
|
|
|
+ var numVectorElements = attributes.length;
|
|
|
+ var _buffer = new ArrayBuffer(numVectorElements * numPoints * 4);
|
|
|
+ var f32 = new Float32Array(_buffer);
|
|
|
+ var iElement = 0;
|
|
|
+ for (var sourceName of attributes) {
|
|
|
+ var sourceBuffer = attributeBuffers[sourceName];
|
|
|
+ var {
|
|
|
+ offset,
|
|
|
+ scale: _scale
|
|
|
+ } = sourceBuffer;
|
|
|
+ var _view = new DataView(sourceBuffer.buffer);
|
|
|
+ var getter = _view.getFloat32.bind(_view);
|
|
|
+ for (var j = 0; j < numPoints; j++) {
|
|
|
+ var value = getter(j * 4, true);
|
|
|
+ f32[j * numVectorElements + iElement] = value / _scale + offset;
|
|
|
+ }
|
|
|
+ iElement++;
|
|
|
+ }
|
|
|
+ var vecAttribute = new PointAttribute(_name, PointAttributeTypes.DATA_TYPE_FLOAT, 3);
|
|
|
+ attributeBuffers[_name] = {
|
|
|
+ buffer: _buffer,
|
|
|
+ attribute: vecAttribute
|
|
|
+ };
|
|
|
+ }
|
|
|
+ }
|
|
|
+ performance.mark("binary-decoder-end");
|
|
|
+
|
|
|
+ // { // print timings
|
|
|
+ // //performance.measure("spacing", "spacing-start", "spacing-end");
|
|
|
+ // performance.measure("binary-decoder", "binary-decoder-start", "binary-decoder-end");
|
|
|
+ // let measure = performance.getEntriesByType("measure")[0];
|
|
|
+ // let dpp = 1000 * measure.duration / numPoints;
|
|
|
+ // let pps = parseInt(numPoints / (measure.duration / 1000));
|
|
|
+ // let debugMessage = `${measure.duration.toFixed(3)} ms, ${numPoints} points, ${pps.toLocaleString()} points/sec`;
|
|
|
+ // console.log(debugMessage);
|
|
|
+ // }
|
|
|
+
|
|
|
+ performance.clearMarks();
|
|
|
+ performance.clearMeasures();
|
|
|
+ var message = {
|
|
|
+ buffer: buffer,
|
|
|
+ mean: mean,
|
|
|
+ attributeBuffers: attributeBuffers,
|
|
|
+ tightBoundingBox: {
|
|
|
+ min: tightBoxMin,
|
|
|
+ max: tightBoxMax
|
|
|
+ }
|
|
|
+ };
|
|
|
+ var transferables = [];
|
|
|
+ for (var property in message.attributeBuffers) {
|
|
|
+ transferables.push(message.attributeBuffers[property].buffer);
|
|
|
+ }
|
|
|
+ transferables.push(buffer);
|
|
|
+ postMessage(message, transferables);
|
|
|
+};
|