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) { } } export interface ISimplificationTask { settings: Array; simplificationType: SimplificationType; mesh: Mesh; successCallback?: () => void; parallelProcessing: boolean; } export class SimplificationQueue { private _simplificationArray: Array; public running; constructor() { this.running = false; this._simplificationArray = []; } public addTask(task: ISimplificationTask) { this._simplificationArray.push(task); } public executeNext() { var task = this._simplificationArray.pop(); if (task) { this.running = true; this.runSimplification(task); } else { this.running = false; } } public runSimplification(task: ISimplificationTask) { function setLODLevel(distance: number, mesh: Mesh) { } if (task.parallelProcessing) { //parallel simplifier task.settings.forEach((setting) => { var simplifier = this.getSimplifier(task); simplifier.simplify(setting,(newMesh) => { task.mesh.addLODLevel(setting.distance, newMesh); //check if it is the last if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) { //all done, run the success callback. task.successCallback(); } this.executeNext(); }); }); } else { //single simplifier. var simplifier = this.getSimplifier(task); var runDecimation = (setting: ISimplificationSettings, callback: () => void) => { simplifier.simplify(setting,(newMesh) => { task.mesh.addLODLevel(setting.distance, newMesh); //run the next quality level callback(); }); } AsyncLoop.Run(task.settings.length,(loop: AsyncLoop) => { runDecimation(task.settings[loop.index],() => { loop.executeNext(); }); },() => { //execution ended, run the success callback. if (task.successCallback) { task.successCallback(); } this.executeNext(); }); } } private getSimplifier(task: ISimplificationTask): ISimplifier { switch (task.simplificationType) { case SimplificationType.QUADRATIC: default: return new QuadraticErrorSimplification(task.mesh); } } } /** * 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; public deleted: boolean; public isDirty: boolean; public borderFactor: number; constructor(public vertices: Array) { this.error = new Array(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; //if color is present instead of uvs. public color: Color4; 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; constructor(data?: Array) { 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) { 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; private vertices: Array; private references: Array; private initialised: boolean = false; private _reconstructedMesh: Mesh; public syncIterations = 5000; public aggressiveness: number; public decimationIterations: number; public boundingBoxEpsilon: number; constructor(private _mesh: Mesh) { this.aggressiveness = 7; this.decimationIterations = 100; this.boundingBoxEpsilon = Engine.Epsilon; } public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) { this.initDecimatedMesh(); //iterating through the submeshes array, one after the other. AsyncLoop.Run(this._mesh.subMeshes.length,(loop: AsyncLoop) => { this.initWithMesh(this._mesh, loop.index,() => { this.runDecimation(settings, loop.index,() => { loop.executeNext(); }); }); },() => { setTimeout(() => { this._reconstructedMesh.isVisible = true; successCallback(this._reconstructedMesh); }, 0); }); } private isTriangleOnBoundingBox(triangle: DecimationTriangle): boolean { var gCount = 0; triangle.vertices.forEach((vId) => { var count = 0; var vPos = this.vertices[vId].position; var bbox = this._mesh.getBoundingInfo().boundingBox; if (bbox.maximum.x - vPos.x < this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > this.boundingBoxEpsilon) ++count; if (bbox.maximum.y == vPos.y || vPos.y == bbox.minimum.y) ++count; if (bbox.maximum.z == vPos.z || vPos.z == bbox.minimum.z) ++count; if (count > 1) { ++gCount; }; }); if (gCount > 1) { console.log(triangle, gCount); } return gCount > 1; } private runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => 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 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: Array = []; var deleted1: Array = []; 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(); var color = new 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; } } }; 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(() => { //reconstruct this part of the mesh this.reconstructMesh(submeshIndex); successCallback(); }, 0); }); } private initWithMesh(mesh: Mesh, submeshIndex: number, callback: Function) { 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(VertexBuffer.PositionKind); var normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind); var uvs = this._mesh.getVerticesData(VertexBuffer.UVKind); var colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind); var indices = mesh.getIndices(); var submesh = mesh.subMeshes[submeshIndex]; var vertexInit = (i) => { var offset = i + submesh.verticesStart; var vertex = new DecimationVertex(Vector3.FromArray(positionData, offset * 3), Vector3.FromArray(normalData, offset * 3), null, i); if (this._mesh.isVerticesDataPresent(VertexBuffer.UVKind)) { vertex.uv = Vector2.FromArray(uvs, offset * 2); } else if (this._mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) { vertex.color = Color4.FromArray(colorsData, offset * 4); } this.vertices.push(vertex); }; //var totalVertices = mesh.getTotalVertices(); var totalVertices = submesh.verticesCount; AsyncLoop.SyncAsyncForLoop(totalVertices, this.syncIterations, vertexInit,() => { var indicesInit = (i) => { var offset = (submesh.indexStart / 3) + i; var pos = (offset * 3); var i0 = indices[pos + 0] - submesh.verticesStart; var i1 = indices[pos + 1] - submesh.verticesStart; var i2 = indices[pos + 2] - submesh.verticesStart; var triangle = new DecimationTriangle([this.vertices[i0].id, this.vertices[i1].id, this.vertices[i2].id]); this.triangles.push(triangle); }; AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 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(submeshIndex: number) { var newTriangles: Array = []; 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; 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 = this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []; var newNormalData = this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []; var newUVsData = this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []; var newColorsData = this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []; 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 startingIndex = this._reconstructedMesh.getTotalIndices(); var startingVertex = this._reconstructedMesh.getTotalVertices(); var submeshesArray = this._reconstructedMesh.subMeshes; this._reconstructedMesh.subMeshes = []; var newIndicesArray: Array = this._reconstructedMesh.getIndices(); //[]; for (i = 0; i < newTriangles.length; ++i) { newIndicesArray.push(newTriangles[i].vertices[0] + startingVertex); newIndicesArray.push(newTriangles[i].vertices[1] + startingVertex); newIndicesArray.push(newTriangles[i].vertices[2] + startingVertex); } //overwriting the old vertex buffers and indices. this._reconstructedMesh.setIndices(newIndicesArray); this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData); this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData); if (newUVsData.length > 0) this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData); if (newColorsData.length > 0) this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData); //create submesh var originalSubmesh = this._mesh.subMeshes[submeshIndex]; if (submeshIndex > 0) { this._reconstructedMesh.subMeshes = []; submeshesArray.forEach(function (submesh) { new SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount,/* 0, newPositionData.length/3, */submesh.indexStart, submesh.indexCount, submesh.getMesh()); }); var newSubmesh = new SubMesh(originalSubmesh.materialIndex, startingVertex, newVerticesOrder.length,/* 0, newPositionData.length / 3, */startingIndex, newTriangles.length * 3, this._reconstructedMesh); } } private initDecimatedMesh() { this._reconstructedMesh = new Mesh(this._mesh.name + "Decimated", this._mesh.getScene()); this._reconstructedMesh.material = this._mesh.material; this._reconstructedMesh.parent = this._mesh.parent; this._reconstructedMesh.isVisible = false; } private isFlipped(vertex1: DecimationVertex, index2: number, point: Vector3, deletedArray: Array, borderFactor: number, delTr: Array): 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)/* && !this.isTriangleOnBoundingBox(t)*/) { 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(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, 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 = []; var vId: Array = []; 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 = []; 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 = 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, colorResult?: Color4): 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); 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 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; } } }