var BABYLON; (function (BABYLON) { var SimplificationSettings = (function () { function SimplificationSettings(quality, distance) { this.quality = quality; this.distance = distance; } return SimplificationSettings; })(); BABYLON.SimplificationSettings = SimplificationSettings; /** * 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; this.error = new Array(4); this.deleted = false; this.isDirty = false; this.borderFactor = 0; } return DecimationTriangle; })(); BABYLON.DecimationTriangle = DecimationTriangle; var DecimationVertex = (function () { function DecimationVertex(position, normal, uv, id) { this.position = position; this.normal = normal; this.uv = uv; this.id = id; this.isBorder = true; this.q = new QuadraticMatrix(); this.triangleCount = 0; this.triangleStart = 0; } 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 { this.data[i] = 0; } } } QuadraticMatrix.prototype.det = function (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; }; 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) { m.data[i] = this.data[i] + matrix.data[i]; } 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]; }; return QuadraticMatrix; })(); BABYLON.QuadraticMatrix = QuadraticMatrix; var Reference = (function () { function Reference(vertexId, triangleId) { this.vertexId = vertexId; this.triangleId = triangleId; } 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 */ var QuadraticErrorSimplification = (function () { function QuadraticErrorSimplification(_mesh) { this._mesh = _mesh; this.initialised = false; this.syncIterations = 5000; this.aggressiveness = 7; this.decimationIterations = 100; } QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) { var _this = this; this.initWithMesh(this._mesh, function () { _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]; if (!t) return; if (t.error[3] > threshold || t.deleted || t.isDirty) { return; } for (var j = 0; j < 3; ++j) { 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(); var color = new BABYLON.Color4(0, 0, 0, 1); _this.calculateError(v0, v1, p, n, uv, color); var delTr = []; if (_this.isFlipped(v0, i1, p, deleted0, t.borderFactor, delTr)) continue; if (_this.isFlipped(v1, i0, p, deleted1, t.borderFactor, delTr)) continue; if (delTr.length == 2 || delTr[0] === delTr[1]) { continue; } v0.normal = n; if (v0.uv) v0.uv = uv; else if (v0.color) v0.color = color; v0.q = v1.q.add(v0.q); if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) continue; if (p.equals(v0.position)) continue; v0.position = p; 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; } } }; BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); }); }, 0); }; BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) { if (triangleCount - deletedTriangles <= targetCount) loop.breakLoop(); else { iterationFunction(loop.index, function () { loop.executeNext(); }); } }, function () { setTimeout(function () { successCallback(_this.reconstructMesh()); }, 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 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); }; var totalVertices = mesh.getTotalVertices(); BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, this.syncIterations, vertexInit, function () { var indicesInit = function (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); }; BABYLON.AsyncLoop.SyncAsyncForLoop(indices.length / 3, _this.syncIterations, indicesInit, function () { _this.init(callback); }); }); }; QuadraticErrorSimplification.prototype.init = function (callback) { var _this = this; var triangleInit1 = function (i) { var t = _this.triangles[i]; t.normal = BABYLON.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, -(BABYLON.Vector3.Dot(t.normal, _this.vertices[t.vertices[0]].position)))); } }; BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () { var triangleInit2 = function (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]); }; BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () { _this.initialised = true; callback(); }); }); }; QuadraticErrorSimplification.prototype.reconstructMesh = function () { var newTriangles = []; var i; for (i = 0; i < this.vertices.length; ++i) { this.vertices[i].triangleCount = 0; } var t; var j; 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; this.vertices[dst].color = this.vertices[i].color; 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 = []; var newColorsData = []; 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); 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) { 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.name + "Decimated", this._mesh.getScene()); newMesh.material = this._mesh.material; newMesh.parent = this._mesh.parent; newMesh.setIndices(newIndicesArray); newMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData); newMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData); if (newUVsData.length > 0) newMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData); if (newColorsData.length > 0) newMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData); //preparing the skeleton support if (this._mesh.skeleton) { } return newMesh; }; QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, index2, point, deletedArray, borderFactor, delTr) { 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; delTr.push(t); 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(BABYLON.Vector3.Dot(d1, d2)) > 0.999) return true; var normal = BABYLON.Vector3.Cross(d1, d2).normalize(); deletedArray[i] = false; 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) { 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; }; QuadraticErrorSimplification.prototype.identifyBorder = function () { for (var i = 0; i < this.vertices.length; ++i) { var vCount = []; var vId = []; var v = this.vertices[i]; var j; 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; } } } }; QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) { if (identifyBorders === void 0) { identifyBorders = false; } var i; if (!identifyBorders) { var newTrianglesVector = []; 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; var j; var v; 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 = 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(); } }; 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, colorResult) { 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(); } 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); if (vertex1.uv) uvResult.copyFrom(vertex1.uv); else if (vertex1.color) colorResult.copyFrom(vertex1.color); } } else { var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.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); if (vertex1.uv) uvResult.copyFrom(vertex1.uv); else if (vertex1.color) colorResult.copyFrom(vertex1.color); } } else if (error === error2) { if (pointResult) { pointResult.copyFrom(vertex2.position); normalResult.copyFrom(vertex2.normal); if (vertex2.uv) uvResult.copyFrom(vertex2.uv); else if (vertex2.color) colorResult.copyFrom(vertex2.color); } } else { if (pointResult) { pointResult.copyFrom(p3); normalResult.copyFrom(vertex1.normal); if (vertex1.uv) uvResult.copyFrom(vertex1.uv); else if (vertex1.color) colorResult.copyFrom(vertex1.color); } } } return error; }; return QuadraticErrorSimplification; })(); BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.meshSimplification.js.map