|
@@ -0,0 +1,577 @@
|
|
|
+module BABYLON {
|
|
|
+
|
|
|
+ /**
|
|
|
+ * A simplifier interface for future simplification implementations.
|
|
|
+ */
|
|
|
+ export interface ISimplifier {
|
|
|
+ /**
|
|
|
+ * Simplification of a given mesh according to the given settings.
|
|
|
+ * Since this requires computation, it is assumed that the function runs async.
|
|
|
+ * @param settings The settings of the simplification, including quality and distance
|
|
|
+ * @param successCallback A callback that will be called after the mesh was simplified.
|
|
|
+ * @param errorCallback in case of an error, this callback will be called. optional.
|
|
|
+ */
|
|
|
+ simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void):void ;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Expected simplification settings.
|
|
|
+ * Quality should be between 0 and 1 (1 being 100%, 0 being 0%);
|
|
|
+ */
|
|
|
+ export interface ISimplificationSettings {
|
|
|
+ quality: number;
|
|
|
+ distance: number;
|
|
|
+ }
|
|
|
+
|
|
|
+ export class SimplificationSettings implements ISimplificationSettings {
|
|
|
+ constructor(public quality: number, public distance: number) {
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * The implemented types of simplification.
|
|
|
+ * At the moment only Quadratic Error Decimation is implemented.
|
|
|
+ */
|
|
|
+ export enum SimplificationType {
|
|
|
+ QUADRATIC
|
|
|
+ }
|
|
|
+
|
|
|
+ export class DecimationTriangle {
|
|
|
+ public normal: Vector3;
|
|
|
+ public error: Array<number>;
|
|
|
+ public deleted: boolean;
|
|
|
+ public isDirty: boolean;
|
|
|
+ public borderFactor: number;
|
|
|
+
|
|
|
+ constructor(public vertices: Array<number>) {
|
|
|
+ this.error = new Array<number>(4);
|
|
|
+ this.deleted = false;
|
|
|
+ this.isDirty = false;
|
|
|
+ this.borderFactor = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ export class DecimationVertex {
|
|
|
+ public q: QuadraticMatrix;
|
|
|
+ public isBorder: boolean;
|
|
|
+
|
|
|
+ public triangleStart: number;
|
|
|
+ public triangleCount: number;
|
|
|
+
|
|
|
+ constructor(public position: Vector3, public normal: Vector3, public uv: Vector2, public id) {
|
|
|
+ this.isBorder = true;
|
|
|
+ this.q = new QuadraticMatrix();
|
|
|
+ this.triangleCount = 0;
|
|
|
+ this.triangleStart = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ export class QuadraticMatrix {
|
|
|
+ public data: Array<number>;
|
|
|
+
|
|
|
+ constructor(data?: Array<number>) {
|
|
|
+ this.data = new Array(10);
|
|
|
+ for (var i = 0; i < 10; ++i) {
|
|
|
+ if (data && data[i]) {
|
|
|
+ this.data[i] = data[i];
|
|
|
+ } else {
|
|
|
+ this.data[i] = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public det(a11, a12, a13, a21, a22, a23, a31, a32, a33) {
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+
|
|
|
+ public addInPlace(matrix: QuadraticMatrix) {
|
|
|
+ for (var i = 0; i < 10; ++i) {
|
|
|
+ this.data[i] += matrix.data[i];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public addArrayInPlace(data: Array<number>) {
|
|
|
+ for (var i = 0; i < 10; ++i) {
|
|
|
+ this.data[i] += data[i];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ public add(matrix: QuadraticMatrix): QuadraticMatrix {
|
|
|
+ var m = new QuadraticMatrix();
|
|
|
+ for (var i = 0; i < 10; ++i) {
|
|
|
+ m.data[i] = this.data[i] + matrix.data[i];
|
|
|
+ }
|
|
|
+ return m;
|
|
|
+ }
|
|
|
+
|
|
|
+ public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {
|
|
|
+ return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
|
|
|
+ }
|
|
|
+
|
|
|
+ //returning an array to avoid garbage collection
|
|
|
+ public static DataFromNumbers(a: number, b: number, c: number, d: number) {
|
|
|
+ return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ export class Reference {
|
|
|
+ constructor(public vertexId: number, public triangleId: number) { }
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * 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
|
|
|
+ */
|
|
|
+ export class QuadraticErrorSimplification implements ISimplifier {
|
|
|
+
|
|
|
+ private triangles: Array<DecimationTriangle>;
|
|
|
+ private vertices: Array<DecimationVertex>;
|
|
|
+ private references: Array<Reference>;
|
|
|
+
|
|
|
+ private initialised: boolean = false;
|
|
|
+
|
|
|
+ public syncIterations = 5000;
|
|
|
+
|
|
|
+ public aggressiveness : number;
|
|
|
+ public decimationIterations: number;
|
|
|
+
|
|
|
+ constructor(private _mesh: Mesh) {
|
|
|
+ this.aggressiveness = 7;
|
|
|
+ this.decimationIterations = 100;
|
|
|
+ }
|
|
|
+
|
|
|
+ public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void) {
|
|
|
+ this.initWithMesh(this._mesh, () => {
|
|
|
+ this.runDecimation(settings, successCallback);
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ private runDecimation(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void) {
|
|
|
+ var targetCount = ~~(this.triangles.length * settings.quality);
|
|
|
+ var deletedTriangles = 0;
|
|
|
+
|
|
|
+ var triangleCount = this.triangles.length;
|
|
|
+
|
|
|
+ var iterationFunction = (iteration: number, callback) => {
|
|
|
+ setTimeout(() => {
|
|
|
+ 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 = (i) => {
|
|
|
+ var t = this.triangles[i];
|
|
|
+ if (!t) return;
|
|
|
+ if (t.error[3] > threshold) { return }
|
|
|
+ if (t.deleted) { return }
|
|
|
+ if (t.isDirty) { return }
|
|
|
+ for (var j = 0; j < 3; ++j) {
|
|
|
+ if (t.error[j] < threshold) {
|
|
|
+ var deleted0: Array<boolean> = [];
|
|
|
+ var deleted1: Array<boolean> = [];
|
|
|
+
|
|
|
+ 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 = Vector3.Zero();
|
|
|
+ var n = Vector3.Zero();
|
|
|
+ var uv = 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 {
|
|
|
+ v0.triangleStart = tStart;
|
|
|
+ }
|
|
|
+
|
|
|
+ v0.triangleCount = tCount;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ };
|
|
|
+ AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, trianglesIterator, callback, () => { return (triangleCount - deletedTriangles <= targetCount) });
|
|
|
+ }, 0);
|
|
|
+ };
|
|
|
+
|
|
|
+ AsyncLoop.Run(this.decimationIterations, (loop: AsyncLoop) => {
|
|
|
+ if (triangleCount - deletedTriangles <= targetCount) loop.breakLoop();
|
|
|
+ else {
|
|
|
+ iterationFunction(loop.index, () => {
|
|
|
+ loop.executeNext();
|
|
|
+ });
|
|
|
+ }
|
|
|
+ }, () => {
|
|
|
+ setTimeout(() => {
|
|
|
+ successCallback(this.reconstructMesh());
|
|
|
+ }, 0);
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ private initWithMesh(mesh: Mesh, callback: Function) {
|
|
|
+ if (!mesh) return;
|
|
|
+
|
|
|
+ this.vertices = [];
|
|
|
+ this.triangles = [];
|
|
|
+
|
|
|
+ this._mesh = mesh;
|
|
|
+ var positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);
|
|
|
+ var normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);
|
|
|
+ var uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);
|
|
|
+ var indices = mesh.getIndices();
|
|
|
+
|
|
|
+ var vertexInit = (i) => {
|
|
|
+ var vertex = new DecimationVertex(Vector3.FromArray(positionData, i * 3), Vector3.FromArray(normalData, i * 3), Vector2.FromArray(uvs, i * 2), i);
|
|
|
+ this.vertices.push(vertex);
|
|
|
+ };
|
|
|
+ var totalVertices = mesh.getTotalVertices();
|
|
|
+ AsyncLoop.SyncAsyncForLoop(totalVertices, this.syncIterations, vertexInit, () => {
|
|
|
+
|
|
|
+ var indicesInit = (i) => {
|
|
|
+ var pos = i * 3;
|
|
|
+ var i0 = indices[pos + 0];
|
|
|
+ var i1 = indices[pos + 1];
|
|
|
+ var i2 = indices[pos + 2];
|
|
|
+ var triangle = new DecimationTriangle([this.vertices[i0].id, this.vertices[i1].id, this.vertices[i2].id]);
|
|
|
+ this.triangles.push(triangle);
|
|
|
+ };
|
|
|
+ AsyncLoop.SyncAsyncForLoop(indices.length / 3, this.syncIterations, indicesInit, () => {
|
|
|
+ this.init(callback);
|
|
|
+ });
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ private init(callback: Function) {
|
|
|
+ var triangleInit1 = (i) => {
|
|
|
+ var t = this.triangles[i];
|
|
|
+ t.normal = Vector3.Cross(this.vertices[t.vertices[1]].position.subtract(this.vertices[t.vertices[0]].position), this.vertices[t.vertices[2]].position.subtract(this.vertices[t.vertices[0]].position)).normalize();
|
|
|
+ for (var j = 0; j < 3; j++) {
|
|
|
+ this.vertices[t.vertices[j]].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(Vector3.Dot(t.normal, this.vertices[t.vertices[0]].position))));
|
|
|
+ }
|
|
|
+ };
|
|
|
+ AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, () => {
|
|
|
+
|
|
|
+ var triangleInit2 = (i) => {
|
|
|
+ var t = this.triangles[i];
|
|
|
+ for (var j = 0; j < 3; ++j) {
|
|
|
+ t.error[j] = this.calculateError(this.vertices[t.vertices[j]], this.vertices[t.vertices[(j + 1) % 3]]);
|
|
|
+ }
|
|
|
+ t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
|
|
|
+ };
|
|
|
+ AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit2, () => {
|
|
|
+ this.initialised = true;
|
|
|
+ callback();
|
|
|
+ });
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ private reconstructMesh(): Mesh {
|
|
|
+
|
|
|
+ var newTriangles: Array<DecimationTriangle> = [];
|
|
|
+ var i: number;
|
|
|
+ for (i = 0; i < this.vertices.length; ++i) {
|
|
|
+ this.vertices[i].triangleCount = 0;
|
|
|
+ }
|
|
|
+ var t: DecimationTriangle;
|
|
|
+ var j: number;
|
|
|
+ for (i = 0; i < this.triangles.length; ++i) {
|
|
|
+ if (!this.triangles[i].deleted) {
|
|
|
+ t = this.triangles[i];
|
|
|
+ for (j = 0; j < 3; ++j) {
|
|
|
+ this.vertices[t.vertices[j]].triangleCount = 1;
|
|
|
+ }
|
|
|
+ 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) {
|
|
|
+ if (this.vertices[i].triangleCount) {
|
|
|
+ this.vertices[i].triangleStart = dst;
|
|
|
+ this.vertices[dst].position = this.vertices[i].position;
|
|
|
+ this.vertices[dst].normal = this.vertices[i].normal;
|
|
|
+ this.vertices[dst].uv = this.vertices[i].uv;
|
|
|
+ newVerticesOrder.push(i);
|
|
|
+ dst++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (i = 0; i < newTriangles.length; ++i) {
|
|
|
+ t = newTriangles[i];
|
|
|
+ for (j = 0; j < 3; ++j) {
|
|
|
+ t.vertices[j] = this.vertices[t.vertices[j]].triangleStart;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this.vertices = this.vertices.slice(0, dst);
|
|
|
+
|
|
|
+ var newPositionData = [];
|
|
|
+ var newNormalData = [];
|
|
|
+ var newUVsData = [];
|
|
|
+
|
|
|
+ for (i = 0; i < newVerticesOrder.length; ++i) {
|
|
|
+ newPositionData.push(this.vertices[i].position.x);
|
|
|
+ newPositionData.push(this.vertices[i].position.y);
|
|
|
+ newPositionData.push(this.vertices[i].position.z);
|
|
|
+ newNormalData.push(this.vertices[i].normal.x);
|
|
|
+ newNormalData.push(this.vertices[i].normal.y);
|
|
|
+ newNormalData.push(this.vertices[i].normal.z);
|
|
|
+ newUVsData.push(this.vertices[i].uv.x);
|
|
|
+ newUVsData.push(this.vertices[i].uv.y);
|
|
|
+ }
|
|
|
+
|
|
|
+ var newIndicesArray: Array<number> = [];
|
|
|
+ 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]);
|
|
|
+ }
|
|
|
+
|
|
|
+ var newMesh = new Mesh(this._mesh + "Decimated", this._mesh.getScene());
|
|
|
+ newMesh.material = this._mesh.material;
|
|
|
+ newMesh.parent = this._mesh.parent;
|
|
|
+ newMesh.setIndices(newIndicesArray);
|
|
|
+ newMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);
|
|
|
+ newMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);
|
|
|
+ newMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);
|
|
|
+ //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;
|
|
|
+ }
|
|
|
+
|
|
|
+ private isFlipped(vertex1: DecimationVertex, index2: number, point: Vector3, deletedArray: Array<boolean>, borderFactor: number): boolean {
|
|
|
+
|
|
|
+ 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);
|
|
|
+ d2 = d2.normalize();
|
|
|
+ if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) return true;
|
|
|
+ var normal = Vector3.Cross(d1, d2).normalize();
|
|
|
+ deletedArray[i] = false;
|
|
|
+ if (Vector3.Dot(normal, t.normal) < 0.2) return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ private updateTriangles(vertexId: number, vertex: DecimationVertex, deletedArray: Array<boolean>, deletedTriangles: number): number {
|
|
|
+ var newDeleted = deletedTriangles;
|
|
|
+ for (var i = 0; i < vertex.triangleCount; ++i) {
|
|
|
+ var ref = this.references[vertex.triangleStart + i];
|
|
|
+ var t = this.triangles[ref.triangleId];
|
|
|
+ if (t.deleted) continue;
|
|
|
+ if (deletedArray[i]) {
|
|
|
+ t.deleted = true;
|
|
|
+ newDeleted++;
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ t.vertices[ref.vertexId] = vertexId;
|
|
|
+ t.isDirty = true;
|
|
|
+ t.error[0] = this.calculateError(this.vertices[t.vertices[0]], this.vertices[t.vertices[1]]) + (t.borderFactor / 2);
|
|
|
+ t.error[1] = this.calculateError(this.vertices[t.vertices[1]], this.vertices[t.vertices[2]]) + (t.borderFactor / 2);
|
|
|
+ t.error[2] = this.calculateError(this.vertices[t.vertices[2]], this.vertices[t.vertices[0]]) + (t.borderFactor / 2);
|
|
|
+ t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
|
|
|
+ this.references.push(ref);
|
|
|
+ }
|
|
|
+ return newDeleted;
|
|
|
+ }
|
|
|
+
|
|
|
+ private identifyBorder() {
|
|
|
+
|
|
|
+ for (var i = 0; i < this.vertices.length; ++i) {
|
|
|
+ var vCount: Array<number> = [];
|
|
|
+ var vId: Array<number> = [];
|
|
|
+ var v = this.vertices[i];
|
|
|
+ var j: number;
|
|
|
+ for (j = 0; j < v.triangleCount; ++j) {
|
|
|
+ var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
|
|
|
+ for (var ii = 0; ii < 3; ii++) {
|
|
|
+ var ofs = 0;
|
|
|
+ var id = triangle.vertices[ii];
|
|
|
+ while (ofs < vCount.length) {
|
|
|
+ if (vId[ofs] === id) break;
|
|
|
+ ++ofs;
|
|
|
+ }
|
|
|
+ if (ofs === vCount.length) {
|
|
|
+ vCount.push(1);
|
|
|
+ vId.push(id);
|
|
|
+ } else {
|
|
|
+ vCount[ofs]++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (j = 0; j < vCount.length; ++j) {
|
|
|
+ if (vCount[j] === 1) {
|
|
|
+ this.vertices[vId[j]].isBorder = true;
|
|
|
+ } else {
|
|
|
+ this.vertices[vId[j]].isBorder = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ private updateMesh(identifyBorders: boolean = false) {
|
|
|
+ var i: number;
|
|
|
+ if (!identifyBorders) {
|
|
|
+ var newTrianglesVector: Array<DecimationTriangle> = [];
|
|
|
+ for (i = 0; i < this.triangles.length; ++i) {
|
|
|
+ if (!this.triangles[i].deleted) {
|
|
|
+ newTrianglesVector.push(this.triangles[i]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this.triangles = newTrianglesVector;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (i = 0; i < this.vertices.length; ++i) {
|
|
|
+ this.vertices[i].triangleCount = 0;
|
|
|
+ this.vertices[i].triangleStart = 0;
|
|
|
+ }
|
|
|
+ var t: DecimationTriangle;
|
|
|
+ var j: number;
|
|
|
+ var v: DecimationVertex;
|
|
|
+ for (i = 0; i < this.triangles.length; ++i) {
|
|
|
+ t = this.triangles[i];
|
|
|
+ for (j = 0; j < 3; ++j) {
|
|
|
+ v = this.vertices[t.vertices[j]];
|
|
|
+ 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: Array<Reference> = new Array(this.triangles.length * 3);
|
|
|
+ for (i = 0; i < this.triangles.length; ++i) {
|
|
|
+ t = this.triangles[i];
|
|
|
+ for (j = 0; j < 3; ++j) {
|
|
|
+ v = this.vertices[t.vertices[j]];
|
|
|
+ newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
|
|
|
+ v.triangleCount++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this.references = newReferences;
|
|
|
+
|
|
|
+ if (identifyBorders) {
|
|
|
+ this.identifyBorder();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ private vertexError(q: QuadraticMatrix, point: Vector3): number {
|
|
|
+ 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];
|
|
|
+ }
|
|
|
+
|
|
|
+ private calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3, normalResult?: Vector3, uvResult?: Vector2): number {
|
|
|
+ var q = vertex1.q.add(vertex2.q);
|
|
|
+ var border = vertex1.isBorder && vertex2.isBorder;
|
|
|
+ var error: number = 0;
|
|
|
+ var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
|
|
|
+
|
|
|
+ if (qDet !== 0 && !border) {
|
|
|
+ if (!pointResult) {
|
|
|
+ pointResult = Vector3.Zero();
|
|
|
+ }
|
|
|
+ pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
|
|
|
+ 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 {
|
|
|
+ var p3 = (vertex1.position.add(vertex2.position)).divide(new Vector3(2, 2, 2));
|
|
|
+ var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
|
|
|
+ var error1 = this.vertexError(q, vertex1.position);
|
|
|
+ var error2 = this.vertexError(q, vertex2.position);
|
|
|
+ var error3 = this.vertexError(q, p3);
|
|
|
+ error = Math.min(error1, error2, error3);
|
|
|
+ if (error === error1) {
|
|
|
+ if (pointResult) {
|
|
|
+ pointResult.copyFrom(vertex1.position);
|
|
|
+ normalResult.copyFrom(vertex1.normal);
|
|
|
+ uvResult.copyFrom(vertex1.uv);
|
|
|
+ }
|
|
|
+ } else if (error === error2) {
|
|
|
+ if (pointResult) {
|
|
|
+ pointResult.copyFrom(vertex2.position);
|
|
|
+ normalResult.copyFrom(vertex2.normal);
|
|
|
+ uvResult.copyFrom(vertex2.uv);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (pointResult) {
|
|
|
+ pointResult.copyFrom(p3);
|
|
|
+ normalResult.copyFrom(norm3);
|
|
|
+ uvResult.copyFrom(vertex1.uv);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return error;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|