فهرست منبع

ComputeNormals() method algorithmic optimization

jbousquie 10 سال پیش
والد
کامیت
8911bb003b
1فایلهای تغییر یافته به همراه66 افزوده شده و 38 حذف شده
  1. 66 38
      Babylon/Mesh/babylon.mesh.vertexData.ts

+ 66 - 38
Babylon/Mesh/babylon.mesh.vertexData.ts

@@ -1161,48 +1161,76 @@
          * @param {any} - normals   (number[] or Float32Array)
          */
         public static ComputeNormals(positions: any, indices: any, normals: any) {
-            var positionVectors = [];
-            var facesOfVertices = [];
-            var index;
-
-            for (index = 0; index < positions.length; index += 3) {
-                var vector3 = new Vector3(<number> positions[index], <number> positions[index + 1], <number> positions[index + 2]);
-                positionVectors.push(vector3);
-                facesOfVertices.push([]);
-            }
-            // Compute normals
-            var facesNormals = [];
-            for (index = 0; index < indices.length / 3; index++) {
+            var index = 0;
+            
+            // temp Vector3
+            var p1 = BABYLON.Vector3.Zero();
+            var p2 = BABYLON.Vector3.Zero();
+            var p3 = BABYLON.Vector3.Zero();
+            var p1p2 = BABYLON.Vector3.Zero();
+            var p3p2 = BABYLON.Vector3.Zero();
+            var faceNormal = BABYLON.Vector3.Zero();
+            
+            var vertexNormali1 = BABYLON.Vector3.Zero();
+            var vertexNormali2 = BABYLON.Vector3.Zero();
+            var vertexNormali3 = BABYLON.Vector3.Zero();
+            
+            // indice triplet = 1 face
+            var nbFaces = indices.length / 3;
+            for (index = 0; index < nbFaces; index++) {
                 var i1 = indices[index * 3];
                 var i2 = indices[index * 3 + 1];
                 var i3 = indices[index * 3 + 2];
-
-                var p1 = positionVectors[i1];
-                var p2 = positionVectors[i2];
-                var p3 = positionVectors[i3];
-
-                var p1p2 = p1.subtract(p2);
-                var p3p2 = p3.subtract(p2);
-
-                facesNormals[index] = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));
-                facesOfVertices[i1].push(index);
-                facesOfVertices[i2].push(index);
-                facesOfVertices[i3].push(index);
+                
+                // setting the temp V3
+                BABYLON.Vector3.FromFloatsToRef(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2] , p1);
+                BABYLON.Vector3.FromFloatsToRef(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2] , p2);
+                BABYLON.Vector3.FromFloatsToRef(positions[i3 * 3], positions[i3 * 3 + 1], positions[i3 * 3 + 2] , p3);
+                
+                p1.subtractToRef(p2, p1p2);
+                p3.subtractToRef(p2, p3p2);
+                
+                BABYLON.Vector3.CrossToRef(p1p2, p3p2, faceNormal);
+                faceNormal.normalize();
+    
+                // All intermediate results are stored in the normals array :
+                // get the normals at i1, i2 and i3 indexes
+                normals[i1 * 3]     = normals[i1 * 3]     || 0.0;
+                normals[i1 * 3 + 1] = normals[i1 * 3 + 1] || 0.0;
+                normals[i1 * 3 + 2] = normals[i1 * 3 + 2] || 0.0;
+                normals[i2 * 3]     = normals[i2 * 3]     || 0.0;
+                normals[i2 * 3 + 1] = normals[i2 * 3 + 1] || 0.0;
+                normals[i2 * 3 + 2] = normals[i2 * 3 + 2] || 0.0; 
+                normals[i3 * 3]     = normals[i3 * 3]     || 0.0;
+                normals[i3 * 3 + 1] = normals[i3 * 3 + 1] || 0.0;
+                normals[i3 * 3 + 2] = normals[i3 * 3 + 2] || 0.0;
+                // make intermediate vectors3 from normals values
+                BABYLON.Vector3.FromFloatsToRef(normals[i1 * 3], normals[i1 * 3 + 1], normals[i1 * 3 + 2] , vertexNormali1);
+                BABYLON.Vector3.FromFloatsToRef(normals[i2 * 3], normals[i2 * 3 + 1], normals[i2 * 3 + 2] , vertexNormali2);
+                BABYLON.Vector3.FromFloatsToRef(normals[i3 * 3], normals[i3 * 3 + 1], normals[i3 * 3 + 2] , vertexNormali3);
+                // add the current face normals to these intermediate vectors3
+                vertexNormali1 = vertexNormali1.addInPlace(faceNormal);
+                vertexNormali2 = vertexNormali2.addInPlace(faceNormal);
+                vertexNormali3 = vertexNormali3.addInPlace(faceNormal);
+                // store back intermediate vectors3 into the normals array
+                normals[i1 * 3]     = vertexNormali1.x;
+                normals[i1 * 3 + 1] = vertexNormali1.y;
+                normals[i1 * 3 + 2] = vertexNormali1.z;
+                normals[i2 * 3]     = vertexNormali2.x;
+                normals[i2 * 3 + 1] = vertexNormali2.y;
+                normals[i2 * 3 + 2] = vertexNormali2.z;
+                normals[i3 * 3]     = vertexNormali3.x;
+                normals[i3 * 3 + 1] = vertexNormali3.y;
+                normals[i3 * 3 + 2] = vertexNormali3.z;
             }
-
-            for (index = 0; index < positionVectors.length; index++) {
-                var faces = facesOfVertices[index];
-
-                var normal = Vector3.Zero();
-                for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
-                    normal.addInPlace(facesNormals[faces[faceIndex]]);
-                }
-
-                normal = Vector3.Normalize(normal.scale(1.0 / faces.length));
-
-                normals[index * 3] = normal.x;
-                normals[index * 3 + 1] = normal.y;
-                normals[index * 3 + 2] = normal.z;
+            
+            // last normalization
+            for (index = 0; index < normals.length / 3; index++) {
+                BABYLON.Vector3.FromFloatsToRef(normals[index * 3], normals[index * 3 + 1], normals[index * 3 + 2] , vertexNormali1);
+                vertexNormali1.normalize();
+                normals[index * 3]     = vertexNormali1.x;
+                normals[index * 3 + 1] = vertexNormali1.y;
+                normals[index * 3 + 2] = vertexNormali1.z;    
             }
         }