Bläddra i källkod

Fix for color attr

Color was considered Color3, should be Color4.
Better testing of UV vs. Color,
JS compiled.
Raanan Weber 10 år sedan
förälder
incheckning
c4a35ec258
2 ändrade filer med 98 tillägg och 40 borttagningar
  1. 94 34
      Babylon/Mesh/babylon.meshSimplification.js
  2. 4 6
      Babylon/Mesh/babylon.meshSimplification.ts

+ 94 - 34
Babylon/Mesh/babylon.meshSimplification.js

@@ -1,5 +1,9 @@
-var BABYLON;
+var BABYLON;
 (function (BABYLON) {
+    
+
+    
+
     var SimplificationSettings = (function () {
         function SimplificationSettings(quality, distance) {
             this.quality = quality;
@@ -8,14 +12,16 @@ var BABYLON;
         return SimplificationSettings;
     })();
     BABYLON.SimplificationSettings = SimplificationSettings;
+
     /**
-     * The implemented types of simplification.
-     * At the moment only Quadratic Error Decimation is implemented.
-     */
+    * The implemented types of simplification.
+    * At the moment only Quadratic Error Decimation is implemented.
+    */
     (function (SimplificationType) {
         SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
     })(BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
     var SimplificationType = BABYLON.SimplificationType;
+
     var DecimationTriangle = (function () {
         function DecimationTriangle(vertices) {
             this.vertices = vertices;
@@ -27,6 +33,7 @@ var BABYLON;
         return DecimationTriangle;
     })();
     BABYLON.DecimationTriangle = DecimationTriangle;
+
     var DecimationVertex = (function () {
         function DecimationVertex(position, normal, uv, id) {
             this.position = position;
@@ -41,14 +48,14 @@ var BABYLON;
         return DecimationVertex;
     })();
     BABYLON.DecimationVertex = DecimationVertex;
+
     var QuadraticMatrix = (function () {
         function QuadraticMatrix(data) {
             this.data = new Array(10);
             for (var i = 0; i < 10; ++i) {
                 if (data && data[i]) {
                     this.data[i] = data[i];
-                }
-                else {
+                } else {
                     this.data[i] = 0;
                 }
             }
@@ -57,16 +64,19 @@ var BABYLON;
             var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] + this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] - this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
             return det;
         };
+
         QuadraticMatrix.prototype.addInPlace = function (matrix) {
             for (var i = 0; i < 10; ++i) {
                 this.data[i] += matrix.data[i];
             }
         };
+
         QuadraticMatrix.prototype.addArrayInPlace = function (data) {
             for (var i = 0; i < 10; ++i) {
                 this.data[i] += data[i];
             }
         };
+
         QuadraticMatrix.prototype.add = function (matrix) {
             var m = new QuadraticMatrix();
             for (var i = 0; i < 10; ++i) {
@@ -74,9 +84,11 @@ var BABYLON;
             }
             return m;
         };
+
         QuadraticMatrix.FromData = function (a, b, c, d) {
             return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
         };
+
         //returning an array to avoid garbage collection
         QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
             return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
@@ -84,6 +96,7 @@ var BABYLON;
         return QuadraticMatrix;
     })();
     BABYLON.QuadraticMatrix = QuadraticMatrix;
+
     var Reference = (function () {
         function Reference(vertexId, triangleId) {
             this.vertexId = vertexId;
@@ -92,12 +105,13 @@ var BABYLON;
         return Reference;
     })();
     BABYLON.Reference = Reference;
+
     /**
-     * An implementation of the Quadratic Error simplification algorithm.
-     * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
-     * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
-     * @author RaananW
-     */
+    * An implementation of the Quadratic Error simplification algorithm.
+    * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
+    * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
+    * @author RaananW
+    */
     var QuadraticErrorSimplification = (function () {
         function QuadraticErrorSimplification(_mesh) {
             this._mesh = _mesh;
@@ -112,20 +126,26 @@ var BABYLON;
                 _this.runDecimation(settings, successCallback);
             });
         };
+
         QuadraticErrorSimplification.prototype.runDecimation = function (settings, successCallback) {
             var _this = this;
             var targetCount = ~~(this.triangles.length * settings.quality);
             var deletedTriangles = 0;
+
             var triangleCount = this.triangles.length;
+
             var iterationFunction = function (iteration, callback) {
                 setTimeout(function () {
                     if (iteration % 5 === 0) {
                         _this.updateMesh(iteration === 0);
                     }
+
                     for (var i = 0; i < _this.triangles.length; ++i) {
                         _this.triangles[i].isDirty = false;
                     }
+
                     var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
+
                     var trianglesIterator = function (i) {
                         var tIdx = ((_this.triangles.length / 2) + i) % _this.triangles.length;
                         var t = _this.triangles[tIdx];
@@ -138,38 +158,47 @@ var BABYLON;
                             if (t.error[j] < threshold) {
                                 var deleted0 = [];
                                 var deleted1 = [];
+
                                 var i0 = t.vertices[j];
                                 var i1 = t.vertices[(j + 1) % 3];
                                 var v0 = _this.vertices[i0];
                                 var v1 = _this.vertices[i1];
+
                                 if (v0.isBorder !== v1.isBorder)
                                     continue;
+
                                 var p = BABYLON.Vector3.Zero();
                                 var n = BABYLON.Vector3.Zero();
                                 var uv = BABYLON.Vector2.Zero();
+
                                 _this.calculateError(v0, v1, p, n, uv);
+
                                 if (_this.isFlipped(v0, i1, p, deleted0, t.borderFactor))
                                     continue;
                                 if (_this.isFlipped(v1, i0, p, deleted1, t.borderFactor))
                                     continue;
+
                                 v0.position = p;
                                 v0.normal = n;
                                 v0.uv = uv;
                                 v0.q = v1.q.add(v0.q);
                                 var tStart = _this.references.length;
+
                                 deletedTriangles = _this.updateTriangles(v0.id, v0, deleted0, deletedTriangles);
                                 deletedTriangles = _this.updateTriangles(v0.id, v1, deleted1, deletedTriangles);
+
                                 var tCount = _this.references.length - tStart;
+
                                 if (tCount <= v0.triangleCount) {
                                     if (tCount) {
                                         for (var c = 0; c < tCount; c++) {
                                             _this.references[v0.triangleStart + c] = _this.references[tStart + c];
                                         }
                                     }
-                                }
-                                else {
+                                } else {
                                     v0.triangleStart = tStart;
                                 }
+
                                 v0.triangleCount = tCount;
                                 break;
                             }
@@ -180,6 +209,7 @@ var BABYLON;
                     });
                 }, 0);
             };
+
             BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
                 if (triangleCount - deletedTriangles <= targetCount)
                     loop.breakLoop();
@@ -194,27 +224,30 @@ var BABYLON;
                 }, 0);
             });
         };
+
         QuadraticErrorSimplification.prototype.initWithMesh = function (mesh, callback) {
             var _this = this;
             if (!mesh)
                 return;
+
             this.vertices = [];
             this.triangles = [];
+
             this._mesh = mesh;
+
             //It is assumed that a mesh has positions, normals and either uvs or colors.
             var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
             var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
             var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
             var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
             var indices = mesh.getIndices();
+
             var vertexInit = function (i) {
-                var uv;
-                if (uvs[i * 2]) {
-                    uv = BABYLON.Vector2.FromArray(uvs, i * 2);
-                }
-                var vertex = new DecimationVertex(BABYLON.Vector3.FromArray(positionData, i * 3), BABYLON.Vector3.FromArray(normalData, i * 3), uv, i);
-                if (!uv && colorsData[i * 3]) {
-                    vertex.color = BABYLON.Color3.FromArray(colorsData, i * 3);
+                var vertex = new DecimationVertex(BABYLON.Vector3.FromArray(positionData, i * 3), BABYLON.Vector3.FromArray(normalData, i * 3), null, i);
+                if (_this._mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
+                    vertex.uv = BABYLON.Vector2.FromArray(uvs, i * 2);
+                } else if (_this._mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
+                    vertex.color = BABYLON.Color4.FromArray(colorsData, i * 4);
                 }
                 _this.vertices.push(vertex);
             };
@@ -233,6 +266,7 @@ var BABYLON;
                 });
             });
         };
+
         QuadraticErrorSimplification.prototype.init = function (callback) {
             var _this = this;
             var triangleInit1 = function (i) {
@@ -256,6 +290,7 @@ var BABYLON;
                 });
             });
         };
+
         QuadraticErrorSimplification.prototype.reconstructMesh = function () {
             var newTriangles = [];
             var i;
@@ -273,7 +308,9 @@ var BABYLON;
                     newTriangles.push(t);
                 }
             }
+
             var newVerticesOrder = [];
+
             //compact vertices, get the IDs of the vertices used.
             var dst = 0;
             for (i = 0; i < this.vertices.length; ++i) {
@@ -286,6 +323,7 @@ var BABYLON;
                     dst++;
                 }
             }
+
             for (i = 0; i < newTriangles.length; ++i) {
                 t = newTriangles[i];
                 for (j = 0; j < 3; ++j) {
@@ -293,10 +331,12 @@ var BABYLON;
                 }
             }
             this.vertices = this.vertices.slice(0, dst);
+
             var newPositionData = [];
             var newNormalData = [];
             var newUVsData = [];
             var newColorsData = [];
+
             for (i = 0; i < newVerticesOrder.length; ++i) {
                 newPositionData.push(this.vertices[i].position.x);
                 newPositionData.push(this.vertices[i].position.y);
@@ -307,19 +347,21 @@ var BABYLON;
                 if (this.vertices[i].uv) {
                     newUVsData.push(this.vertices[i].uv.x);
                     newUVsData.push(this.vertices[i].uv.y);
-                }
-                else if (this.vertices[i].color) {
+                } else if (this.vertices[i].color) {
                     newColorsData.push(this.vertices[i].color.r);
                     newColorsData.push(this.vertices[i].color.g);
                     newColorsData.push(this.vertices[i].color.b);
+                    newColorsData.push(this.vertices[i].color.a);
                 }
             }
+
             var newIndicesArray = [];
             for (i = 0; i < newTriangles.length; ++i) {
                 newIndicesArray.push(newTriangles[i].vertices[0]);
                 newIndicesArray.push(newTriangles[i].vertices[1]);
                 newIndicesArray.push(newTriangles[i].vertices[2]);
             }
+
             //not cloning, to avoid geometry problems. Creating a whole new mesh.
             var newMesh = new BABYLON.Mesh(this._mesh + "Decimated", this._mesh.getScene());
             newMesh.material = this._mesh.material;
@@ -331,23 +373,32 @@ var BABYLON;
                 newMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
             if (newColorsData.length > 0)
                 newMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
+
             //preparing the skeleton support
             if (this._mesh.skeleton) {
+                //newMesh.skeleton = this._mesh.skeleton.clone("", "");
+                //newMesh.getScene().beginAnimation(newMesh.skeleton, 0, 100, true, 1.0);
             }
+
             return newMesh;
         };
+
         QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, index2, point, deletedArray, borderFactor) {
             for (var i = 0; i < vertex1.triangleCount; ++i) {
                 var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
                 if (t.deleted)
                     continue;
+
                 var s = this.references[vertex1.triangleStart + i].vertexId;
+
                 var id1 = t.vertices[(s + 1) % 3];
                 var id2 = t.vertices[(s + 2) % 3];
+
                 if ((id1 === index2 || id2 === index2) && borderFactor < 2) {
                     deletedArray[i] = true;
                     continue;
                 }
+
                 var d1 = this.vertices[id1].position.subtract(point);
                 d1 = d1.normalize();
                 var d2 = this.vertices[id2].position.subtract(point);
@@ -359,8 +410,10 @@ var BABYLON;
                 if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
                     return true;
             }
+
             return false;
         };
+
         QuadraticErrorSimplification.prototype.updateTriangles = function (vertexId, vertex, deletedArray, deletedTriangles) {
             var newDeleted = deletedTriangles;
             for (var i = 0; i < vertex.triangleCount; ++i) {
@@ -383,6 +436,7 @@ var BABYLON;
             }
             return newDeleted;
         };
+
         QuadraticErrorSimplification.prototype.identifyBorder = function () {
             for (var i = 0; i < this.vertices.length; ++i) {
                 var vCount = [];
@@ -402,24 +456,24 @@ var BABYLON;
                         if (ofs === vCount.length) {
                             vCount.push(1);
                             vId.push(id);
-                        }
-                        else {
+                        } else {
                             vCount[ofs]++;
                         }
                     }
                 }
+
                 for (j = 0; j < vCount.length; ++j) {
                     if (vCount[j] === 1) {
                         this.vertices[vId[j]].isBorder = true;
-                    }
-                    else {
+                    } else {
                         this.vertices[vId[j]].isBorder = false;
                     }
                 }
             }
         };
+
         QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
-            if (identifyBorders === void 0) { identifyBorders = false; }
+            if (typeof identifyBorders === "undefined") { identifyBorders = false; }
             var i;
             if (!identifyBorders) {
                 var newTrianglesVector = [];
@@ -430,6 +484,7 @@ var BABYLON;
                 }
                 this.triangles = newTrianglesVector;
             }
+
             for (i = 0; i < this.vertices.length; ++i) {
                 this.vertices[i].triangleCount = 0;
                 this.vertices[i].triangleStart = 0;
@@ -444,12 +499,15 @@ var BABYLON;
                     v.triangleCount++;
                 }
             }
+
             var tStart = 0;
+
             for (i = 0; i < this.vertices.length; ++i) {
                 this.vertices[i].triangleStart = tStart;
                 tStart += this.vertices[i].triangleCount;
                 this.vertices[i].triangleCount = 0;
             }
+
             var newReferences = new Array(this.triangles.length * 3);
             for (i = 0; i < this.triangles.length; ++i) {
                 t = this.triangles[i];
@@ -460,21 +518,25 @@ var BABYLON;
                 }
             }
             this.references = newReferences;
+
             if (identifyBorders) {
                 this.identifyBorder();
             }
         };
+
         QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
             var x = point.x;
             var y = point.y;
             var z = point.z;
             return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
         };
+
         QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult) {
             var q = vertex1.q.add(vertex2.q);
             var border = vertex1.isBorder && vertex2.isBorder;
             var error = 0;
             var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
+
             if (qDet !== 0 && !border) {
                 if (!pointResult) {
                     pointResult = BABYLON.Vector3.Zero();
@@ -483,13 +545,13 @@ var BABYLON;
                 pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
                 pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
                 error = this.vertexError(q, pointResult);
+
                 //TODO this should be correctly calculated
                 if (normalResult) {
                     normalResult.copyFrom(vertex1.normal);
                     uvResult.copyFrom(vertex1.uv);
                 }
-            }
-            else {
+            } else {
                 var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
                 var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new BABYLON.Vector3(2, 2, 2)).normalize();
                 var error1 = this.vertexError(q, vertex1.position);
@@ -502,15 +564,13 @@ var BABYLON;
                         normalResult.copyFrom(vertex1.normal);
                         uvResult.copyFrom(vertex1.uv);
                     }
-                }
-                else if (error === error2) {
+                } else if (error === error2) {
                     if (pointResult) {
                         pointResult.copyFrom(vertex2.position);
                         normalResult.copyFrom(vertex2.normal);
                         uvResult.copyFrom(vertex2.uv);
                     }
-                }
-                else {
+                } else {
                     if (pointResult) {
                         pointResult.copyFrom(p3);
                         normalResult.copyFrom(norm3);
@@ -524,4 +584,4 @@ var BABYLON;
     })();
     BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.meshSimplification.js.map
+//# sourceMappingURL=babylon.meshSimplification.js.map

+ 4 - 6
Babylon/Mesh/babylon.meshSimplification.ts

@@ -258,12 +258,10 @@
             var indices = mesh.getIndices();
 
             var vertexInit = (i) => {
-                var uv;
-                if (this._mesh.isVerticesDataPresent([VertexBuffer.UVKind])) {
-                    uv = Vector2.FromArray(uvs, i * 2)
-                }
-                var vertex = new DecimationVertex(Vector3.FromArray(positionData, i * 3), Vector3.FromArray(normalData, i * 3), uv, i);
-                if (!this._mesh.isVerticesDataPresent([VertexBuffer.UVKind]) && this._mesh.isVerticesDataPresent([VertexBuffer.ColorKind])) {
+                var vertex = new DecimationVertex(Vector3.FromArray(positionData, i * 3), Vector3.FromArray(normalData, i * 3), null, i);
+                if (this._mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
+                    vertex.uv = Vector2.FromArray(uvs, i * 2);
+                } else if (this._mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {
                     vertex.color = Color4.FromArray(colorsData, i * 4);
                 }
                 this.vertices.push(vertex);