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- 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
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