babylon.meshSimplification.ts 33 KB

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  1. module BABYLON {
  2. /**
  3. * A simplifier interface for future simplification implementations.
  4. */
  5. export interface ISimplifier {
  6. /**
  7. * Simplification of a given mesh according to the given settings.
  8. * Since this requires computation, it is assumed that the function runs async.
  9. * @param settings The settings of the simplification, including quality and distance
  10. * @param successCallback A callback that will be called after the mesh was simplified.
  11. * @param errorCallback in case of an error, this callback will be called. optional.
  12. */
  13. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  14. }
  15. /**
  16. * Expected simplification settings.
  17. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%);
  18. */
  19. export interface ISimplificationSettings {
  20. quality: number;
  21. distance: number;
  22. }
  23. export class SimplificationSettings implements ISimplificationSettings {
  24. constructor(public quality: number, public distance: number) {
  25. }
  26. }
  27. export interface ISimplificationTask {
  28. settings: Array<ISimplificationSettings>;
  29. simplificationType: SimplificationType;
  30. mesh: Mesh;
  31. successCallback?: () => void;
  32. parallelProcessing: boolean;
  33. }
  34. export class SimplificationQueue {
  35. private _simplificationArray: Array<ISimplificationTask>;
  36. public running;
  37. constructor() {
  38. this.running = false;
  39. this._simplificationArray = [];
  40. }
  41. public addTask(task: ISimplificationTask) {
  42. this._simplificationArray.push(task);
  43. }
  44. public executeNext() {
  45. var task = this._simplificationArray.pop();
  46. if (task) {
  47. this.running = true;
  48. this.runSimplification(task);
  49. } else {
  50. this.running = false;
  51. }
  52. }
  53. public runSimplification(task: ISimplificationTask) {
  54. if (task.parallelProcessing) {
  55. //parallel simplifier
  56. task.settings.forEach((setting) => {
  57. var simplifier = this.getSimplifier(task);
  58. simplifier.simplify(setting,(newMesh) => {
  59. task.mesh.addLODLevel(setting.distance, newMesh);
  60. newMesh.isVisible = true;
  61. //check if it is the last
  62. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  63. //all done, run the success callback.
  64. task.successCallback();
  65. }
  66. this.executeNext();
  67. });
  68. });
  69. } else {
  70. //single simplifier.
  71. var simplifier = this.getSimplifier(task);
  72. var runDecimation = (setting: ISimplificationSettings, callback: () => void) => {
  73. simplifier.simplify(setting,(newMesh) => {
  74. task.mesh.addLODLevel(setting.distance, newMesh);
  75. newMesh.isVisible = true;
  76. //run the next quality level
  77. callback();
  78. });
  79. }
  80. AsyncLoop.Run(task.settings.length,(loop: AsyncLoop) => {
  81. runDecimation(task.settings[loop.index],() => {
  82. loop.executeNext();
  83. });
  84. },() => {
  85. //execution ended, run the success callback.
  86. if (task.successCallback) {
  87. task.successCallback();
  88. }
  89. this.executeNext();
  90. });
  91. }
  92. }
  93. private getSimplifier(task: ISimplificationTask): ISimplifier {
  94. switch (task.simplificationType) {
  95. case SimplificationType.QUADRATIC:
  96. default:
  97. return new QuadraticErrorSimplification(task.mesh);
  98. }
  99. }
  100. }
  101. /**
  102. * The implemented types of simplification.
  103. * At the moment only Quadratic Error Decimation is implemented.
  104. */
  105. export enum SimplificationType {
  106. QUADRATIC
  107. }
  108. export class DecimationTriangle {
  109. public normal: Vector3;
  110. public error: Array<number>;
  111. public deleted: boolean;
  112. public isDirty: boolean;
  113. public borderFactor: number;
  114. public deletePending: boolean;
  115. constructor(public vertices: Array<number>) {
  116. this.error = new Array<number>(4);
  117. this.deleted = false;
  118. this.isDirty = false;
  119. this.deletePending = false;
  120. this.borderFactor = 0;
  121. }
  122. }
  123. export class DecimationVertex {
  124. public q: QuadraticMatrix;
  125. public isBorder: boolean;
  126. public triangleStart: number;
  127. public triangleCount: number;
  128. public uv: Vector2
  129. //if color is present instead of uvs.
  130. public color: Color4;
  131. public referenceVertices: Array<DecimationVertex>;
  132. constructor(public position: Vector3, public normal: Vector3, public id) {
  133. this.isBorder = true;
  134. this.q = new QuadraticMatrix();
  135. this.triangleCount = 0;
  136. this.triangleStart = 0;
  137. this.referenceVertices = [];
  138. }
  139. public updatePosition(newPosition: Vector3) {
  140. this.position.copyFrom(newPosition);
  141. this.referenceVertices.forEach(function (vertex) {
  142. vertex.position.copyFrom(newPosition);
  143. });
  144. }
  145. }
  146. export class QuadraticMatrix {
  147. public data: Array<number>;
  148. constructor(data?: Array<number>) {
  149. this.data = new Array(10);
  150. for (var i = 0; i < 10; ++i) {
  151. if (data && data[i]) {
  152. this.data[i] = data[i];
  153. } else {
  154. this.data[i] = 0;
  155. }
  156. }
  157. }
  158. public det(a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  159. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  160. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  161. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  162. return det;
  163. }
  164. public addInPlace(matrix: QuadraticMatrix) {
  165. for (var i = 0; i < 10; ++i) {
  166. this.data[i] += matrix.data[i];
  167. }
  168. }
  169. public addArrayInPlace(data: Array<number>) {
  170. for (var i = 0; i < 10; ++i) {
  171. this.data[i] += data[i];
  172. }
  173. }
  174. public add(matrix: QuadraticMatrix): QuadraticMatrix {
  175. var m = new QuadraticMatrix();
  176. for (var i = 0; i < 10; ++i) {
  177. m.data[i] = this.data[i] + matrix.data[i];
  178. }
  179. return m;
  180. }
  181. public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {
  182. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  183. }
  184. //returning an array to avoid garbage collection
  185. public static DataFromNumbers(a: number, b: number, c: number, d: number) {
  186. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  187. }
  188. }
  189. export class Reference {
  190. constructor(public vertexId: number, public triangleId: number) { }
  191. }
  192. /**
  193. * An implementation of the Quadratic Error simplification algorithm.
  194. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  195. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  196. * @author RaananW
  197. */
  198. export class QuadraticErrorSimplification implements ISimplifier {
  199. private triangles: Array<DecimationTriangle>;
  200. private vertices: Array<DecimationVertex>;
  201. private references: Array<Reference>;
  202. private initialised: boolean = false;
  203. private _reconstructedMesh: Mesh;
  204. public syncIterations = 5000;
  205. public aggressiveness: number;
  206. public decimationIterations: number;
  207. public boundingBoxEpsilon: number;
  208. constructor(private _mesh: Mesh) {
  209. this.aggressiveness = 7;
  210. this.decimationIterations = 100;
  211. this.boundingBoxEpsilon = Engine.Epsilon;
  212. }
  213. public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) {
  214. this.initDecimatedMesh();
  215. //iterating through the submeshes array, one after the other.
  216. AsyncLoop.Run(this._mesh.subMeshes.length,(loop: AsyncLoop) => {
  217. this.initWithMesh(this._mesh, loop.index,() => {
  218. this.runDecimation(settings, loop.index,() => {
  219. loop.executeNext();
  220. });
  221. });
  222. },() => {
  223. setTimeout(() => {
  224. successCallback(this._reconstructedMesh);
  225. }, 0);
  226. });
  227. }
  228. private isTriangleOnBoundingBox(triangle: DecimationTriangle): boolean {
  229. var gCount = 0;
  230. triangle.vertices.forEach((vId) => {
  231. var count = 0;
  232. var vPos = this.vertices[vId].position;
  233. var bbox = this._mesh.getBoundingInfo().boundingBox;
  234. if (bbox.maximum.x - vPos.x < this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > this.boundingBoxEpsilon)
  235. ++count;
  236. if (bbox.maximum.y == vPos.y || vPos.y == bbox.minimum.y)
  237. ++count;
  238. if (bbox.maximum.z == vPos.z || vPos.z == bbox.minimum.z)
  239. ++count;
  240. if (count > 1) {
  241. ++gCount;
  242. };
  243. });
  244. if (gCount > 1) {
  245. console.log(triangle, gCount);
  246. }
  247. return gCount > 1;
  248. }
  249. private runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => void) {
  250. var targetCount = ~~(this.triangles.length * settings.quality);
  251. var deletedTriangles = 0;
  252. var triangleCount = this.triangles.length;
  253. var iterationFunction = (iteration: number, callback) => {
  254. setTimeout(() => {
  255. if (iteration % 5 === 0) {
  256. this.updateMesh(iteration === 0);
  257. }
  258. for (var i = 0; i < this.triangles.length; ++i) {
  259. this.triangles[i].isDirty = false;
  260. }
  261. var threshold = 0.000000001 * Math.pow((iteration + 3), this.aggressiveness);
  262. var trianglesIterator = (i) => {
  263. var tIdx = ~~(((this.triangles.length / 2) + i) % this.triangles.length);
  264. var t = this.triangles[tIdx];
  265. if (!t) return;
  266. if (t.error[3] > threshold || t.deleted || t.isDirty) { return }
  267. for (var j = 0; j < 3; ++j) {
  268. if (t.error[j] < threshold) {
  269. var deleted0: Array<boolean> = [];
  270. var deleted1: Array<boolean> = [];
  271. var i0 = t.vertices[j];
  272. var i1 = t.vertices[(j + 1) % 3];
  273. var v0 = this.vertices[i0];
  274. var v1 = this.vertices[i1];
  275. if (v0.isBorder !== v1.isBorder) continue;
  276. var p = Vector3.Zero();
  277. var n = Vector3.Zero();
  278. var uv = Vector2.Zero();
  279. var color = new Color4(0, 0, 0, 1);
  280. this.calculateError(v0, v1, p, n, uv, color);
  281. var delTr = [];
  282. if (this.isFlipped(v0, i1, p, deleted0, t.borderFactor, delTr)) continue;
  283. if (this.isFlipped(v1, i0, p, deleted1, t.borderFactor, delTr)) continue;
  284. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
  285. continue;
  286. var uniqueArray = [];
  287. delTr.forEach(function (deletedT) {
  288. if (uniqueArray.indexOf(deletedT) === -1) {
  289. deletedT.deletePending = true;
  290. uniqueArray.push(deletedT);
  291. }
  292. });
  293. if (uniqueArray.length % 2 != 0) {
  294. continue;
  295. }
  296. v0.normal = n;
  297. if (v0.uv)
  298. v0.uv = uv;
  299. else if (v0.color)
  300. v0.color = color;
  301. v0.q = v1.q.add(v0.q);
  302. v0.updatePosition(p);
  303. var tStart = this.references.length;
  304. deletedTriangles = this.updateTriangles(v0.id, v0, deleted0, deletedTriangles);
  305. deletedTriangles = this.updateTriangles(v0.id, v1, deleted1, deletedTriangles);
  306. var tCount = this.references.length - tStart;
  307. if (tCount <= v0.triangleCount) {
  308. if (tCount) {
  309. for (var c = 0; c < tCount; c++) {
  310. this.references[v0.triangleStart + c] = this.references[tStart + c];
  311. }
  312. }
  313. } else {
  314. v0.triangleStart = tStart;
  315. }
  316. v0.triangleCount = tCount;
  317. break;
  318. }
  319. }
  320. };
  321. AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, trianglesIterator, callback,() => { return (triangleCount - deletedTriangles <= targetCount) });
  322. }, 0);
  323. };
  324. AsyncLoop.Run(this.decimationIterations,(loop: AsyncLoop) => {
  325. if (triangleCount - deletedTriangles <= targetCount) loop.breakLoop();
  326. else {
  327. iterationFunction(loop.index,() => {
  328. loop.executeNext();
  329. });
  330. }
  331. },() => {
  332. setTimeout(() => {
  333. //reconstruct this part of the mesh
  334. this.reconstructMesh(submeshIndex);
  335. successCallback();
  336. }, 0);
  337. });
  338. }
  339. private initWithMesh(mesh: Mesh, submeshIndex: number, callback: Function) {
  340. if (!mesh) return;
  341. this.vertices = [];
  342. this.triangles = [];
  343. this._mesh = mesh;
  344. //It is assumed that a mesh has positions, normals and either uvs or colors.
  345. var positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);
  346. var normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);
  347. var uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);
  348. var colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);
  349. var indices = mesh.getIndices();
  350. var submesh = mesh.subMeshes[submeshIndex];
  351. var vertexInit = (i) => {
  352. var offset = i + submesh.verticesStart;
  353. var vertex = new DecimationVertex(Vector3.FromArray(positionData, offset * 3), Vector3.FromArray(normalData, offset * 3), i);
  354. if (this._mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
  355. vertex.uv = Vector2.FromArray(uvs, offset * 2);
  356. } else if (this._mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {
  357. vertex.color = Color4.FromArray(colorsData, offset * 4);
  358. }
  359. this.vertices.push(vertex);
  360. };
  361. //var totalVertices = mesh.getTotalVertices();
  362. var totalVertices = submesh.verticesCount;
  363. AsyncLoop.SyncAsyncForLoop(totalVertices, this.syncIterations, vertexInit,() => {
  364. var indicesInit = (i) => {
  365. var offset = (submesh.indexStart / 3) + i;
  366. var pos = (offset * 3);
  367. var i0 = indices[pos + 0] - submesh.verticesStart;
  368. var i1 = indices[pos + 1] - submesh.verticesStart;
  369. var i2 = indices[pos + 2] - submesh.verticesStart;
  370. var triangle = new DecimationTriangle([this.vertices[i0].id, this.vertices[i1].id, this.vertices[i2].id]);
  371. this.triangles.push(triangle);
  372. };
  373. AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit,() => {
  374. this.init(callback);
  375. });
  376. });
  377. }
  378. private init(callback: Function) {
  379. var triangleInit1 = (i) => {
  380. var t = this.triangles[i];
  381. 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();
  382. for (var j = 0; j < 3; j++) {
  383. 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))));
  384. }
  385. };
  386. AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1,() => {
  387. var triangleInit2 = (i) => {
  388. var t = this.triangles[i];
  389. for (var j = 0; j < 3; ++j) {
  390. t.error[j] = this.calculateError(this.vertices[t.vertices[j]], this.vertices[t.vertices[(j + 1) % 3]]);
  391. }
  392. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  393. };
  394. AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit2,() => {
  395. this.initialised = true;
  396. callback();
  397. });
  398. });
  399. }
  400. private reconstructMesh(submeshIndex: number) {
  401. var newTriangles: Array<DecimationTriangle> = [];
  402. var i: number;
  403. for (i = 0; i < this.vertices.length; ++i) {
  404. this.vertices[i].triangleCount = 0;
  405. }
  406. var t: DecimationTriangle;
  407. var j: number;
  408. for (i = 0; i < this.triangles.length; ++i) {
  409. if (!this.triangles[i].deleted) {
  410. t = this.triangles[i];
  411. for (j = 0; j < 3; ++j) {
  412. this.vertices[t.vertices[j]].triangleCount = 1;
  413. }
  414. newTriangles.push(t);
  415. }
  416. }
  417. var newVerticesOrder = [];
  418. //compact vertices, get the IDs of the vertices used.
  419. var dst = 0;
  420. for (i = 0; i < this.vertices.length; ++i) {
  421. if (this.vertices[i].triangleCount) {
  422. this.vertices[i].triangleStart = dst;
  423. this.vertices[dst].position = this.vertices[i].position;
  424. this.vertices[dst].normal = this.vertices[i].normal;
  425. this.vertices[dst].uv = this.vertices[i].uv;
  426. this.vertices[dst].color = this.vertices[i].color;
  427. newVerticesOrder.push(dst);
  428. dst++;
  429. }
  430. }
  431. for (i = 0; i < newTriangles.length; ++i) {
  432. t = newTriangles[i];
  433. for (j = 0; j < 3; ++j) {
  434. t.vertices[j] = this.vertices[t.vertices[j]].triangleStart;
  435. }
  436. }
  437. this.vertices = this.vertices.slice(0, dst);
  438. var newPositionData = this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || [];
  439. var newNormalData = this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || [];
  440. var newUVsData = this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || [];
  441. var newColorsData = this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || [];
  442. for (i = 0; i < newVerticesOrder.length; ++i) {
  443. newPositionData.push(this.vertices[i].position.x);
  444. newPositionData.push(this.vertices[i].position.y);
  445. newPositionData.push(this.vertices[i].position.z);
  446. newNormalData.push(this.vertices[i].normal.x);
  447. newNormalData.push(this.vertices[i].normal.y);
  448. newNormalData.push(this.vertices[i].normal.z);
  449. if (this.vertices[i].uv) {
  450. newUVsData.push(this.vertices[i].uv.x);
  451. newUVsData.push(this.vertices[i].uv.y);
  452. } else if (this.vertices[i].color) {
  453. newColorsData.push(this.vertices[i].color.r);
  454. newColorsData.push(this.vertices[i].color.g);
  455. newColorsData.push(this.vertices[i].color.b);
  456. newColorsData.push(this.vertices[i].color.a);
  457. }
  458. }
  459. var startingIndex = this._reconstructedMesh.getTotalIndices();
  460. var startingVertex = this._reconstructedMesh.getTotalVertices();
  461. var submeshesArray = this._reconstructedMesh.subMeshes;
  462. this._reconstructedMesh.subMeshes = [];
  463. var newIndicesArray: Array<number> = this._reconstructedMesh.getIndices(); //[];
  464. for (i = 0; i < newTriangles.length; ++i) {
  465. newIndicesArray.push(newTriangles[i].vertices[0] + startingVertex);
  466. newIndicesArray.push(newTriangles[i].vertices[1] + startingVertex);
  467. newIndicesArray.push(newTriangles[i].vertices[2] + startingVertex);
  468. }
  469. //overwriting the old vertex buffers and indices.
  470. this._reconstructedMesh.setIndices(newIndicesArray);
  471. this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);
  472. this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);
  473. if (newUVsData.length > 0)
  474. this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);
  475. if (newColorsData.length > 0)
  476. this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData);
  477. //create submesh
  478. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  479. if (submeshIndex > 0) {
  480. this._reconstructedMesh.subMeshes = [];
  481. submeshesArray.forEach(function (submesh) {
  482. new SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount,/* 0, newPositionData.length/3, */submesh.indexStart, submesh.indexCount, submesh.getMesh());
  483. });
  484. var newSubmesh = new SubMesh(originalSubmesh.materialIndex, startingVertex, newVerticesOrder.length,/* 0, newPositionData.length / 3, */startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  485. }
  486. }
  487. private initDecimatedMesh() {
  488. this._reconstructedMesh = new Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  489. this._reconstructedMesh.material = this._mesh.material;
  490. this._reconstructedMesh.parent = this._mesh.parent;
  491. this._reconstructedMesh.isVisible = false;
  492. }
  493. private isFlipped(vertex1: DecimationVertex, index2: number, point: Vector3, deletedArray: Array<boolean>, borderFactor: number, delTr: Array<DecimationTriangle>): boolean {
  494. for (var i = 0; i < vertex1.triangleCount; ++i) {
  495. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  496. if (t.deleted) continue;
  497. var s = this.references[vertex1.triangleStart + i].vertexId;
  498. var id1 = t.vertices[(s + 1) % 3];
  499. var id2 = t.vertices[(s + 2) % 3];
  500. if ((id1 === index2 || id2 === index2)/* && !this.isTriangleOnBoundingBox(t)*/) {
  501. deletedArray[i] = true;
  502. delTr.push(t);
  503. continue;
  504. }
  505. var d1 = this.vertices[id1].position.subtract(point);
  506. d1 = d1.normalize();
  507. var d2 = this.vertices[id2].position.subtract(point);
  508. d2 = d2.normalize();
  509. if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) return true;
  510. var normal = Vector3.Cross(d1, d2).normalize();
  511. deletedArray[i] = false;
  512. if (Vector3.Dot(normal, t.normal) < 0.2) return true;
  513. }
  514. return false;
  515. }
  516. private updateTriangles(vertexId: number, vertex: DecimationVertex, deletedArray: Array<boolean>, deletedTriangles: number): number {
  517. var newDeleted = deletedTriangles;
  518. for (var i = 0; i < vertex.triangleCount; ++i) {
  519. var ref = this.references[vertex.triangleStart + i];
  520. var t = this.triangles[ref.triangleId];
  521. if (t.deleted) continue;
  522. if (deletedArray[i] && t.deletePending) {
  523. t.deleted = true;
  524. newDeleted++;
  525. continue;
  526. }
  527. t.vertices[ref.vertexId] = vertexId;
  528. t.isDirty = true;
  529. t.error[0] = this.calculateError(this.vertices[t.vertices[0]], this.vertices[t.vertices[1]]) + (t.borderFactor / 2);
  530. t.error[1] = this.calculateError(this.vertices[t.vertices[1]], this.vertices[t.vertices[2]]) + (t.borderFactor / 2);
  531. t.error[2] = this.calculateError(this.vertices[t.vertices[2]], this.vertices[t.vertices[0]]) + (t.borderFactor / 2);
  532. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  533. this.references.push(ref);
  534. }
  535. return newDeleted;
  536. }
  537. private identifyBorder() {
  538. for (var i = 0; i < this.vertices.length; ++i) {
  539. var vCount: Array<number> = [];
  540. var vId: Array<number> = [];
  541. var v = this.vertices[i];
  542. var j: number;
  543. for (j = 0; j < v.triangleCount; ++j) {
  544. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  545. for (var ii = 0; ii < 3; ii++) {
  546. var ofs = 0;
  547. var id = triangle.vertices[ii];
  548. while (ofs < vCount.length) {
  549. if (vId[ofs] === id) break;
  550. ++ofs;
  551. }
  552. if (ofs === vCount.length) {
  553. vCount.push(1);
  554. vId.push(id);
  555. } else {
  556. vCount[ofs]++;
  557. }
  558. }
  559. }
  560. for (j = 0; j < vCount.length; ++j) {
  561. if (vCount[j] === 1) {
  562. this.vertices[vId[j]].isBorder = true;
  563. } else {
  564. this.vertices[vId[j]].isBorder = false;
  565. }
  566. }
  567. }
  568. }
  569. private updateMesh(identifyBorders: boolean = false) {
  570. var i: number;
  571. if (!identifyBorders) {
  572. var newTrianglesVector: Array<DecimationTriangle> = [];
  573. for (i = 0; i < this.triangles.length; ++i) {
  574. if (!this.triangles[i].deleted) {
  575. newTrianglesVector.push(this.triangles[i]);
  576. }
  577. }
  578. this.triangles = newTrianglesVector;
  579. }
  580. for (i = 0; i < this.vertices.length; ++i) {
  581. this.vertices[i].triangleCount = 0;
  582. this.vertices[i].triangleStart = 0;
  583. }
  584. var t: DecimationTriangle;
  585. var j: number;
  586. var v: DecimationVertex;
  587. for (i = 0; i < this.triangles.length; ++i) {
  588. t = this.triangles[i];
  589. for (j = 0; j < 3; ++j) {
  590. v = this.vertices[t.vertices[j]];
  591. v.triangleCount++;
  592. }
  593. }
  594. var tStart = 0;
  595. for (i = 0; i < this.vertices.length; ++i) {
  596. this.vertices[i].triangleStart = tStart;
  597. tStart += this.vertices[i].triangleCount;
  598. this.vertices[i].triangleCount = 0;
  599. }
  600. var newReferences: Array<Reference> = new Array(this.triangles.length * 3);
  601. for (i = 0; i < this.triangles.length; ++i) {
  602. t = this.triangles[i];
  603. for (j = 0; j < 3; ++j) {
  604. v = this.vertices[t.vertices[j]];
  605. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  606. v.triangleCount++;
  607. }
  608. }
  609. this.references = newReferences;
  610. if (identifyBorders) {
  611. this.identifyBorder();
  612. }
  613. }
  614. private vertexError(q: QuadraticMatrix, point: Vector3): number {
  615. var x = point.x;
  616. var y = point.y;
  617. var z = point.z;
  618. 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
  619. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  620. }
  621. private calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3, normalResult?: Vector3, uvResult?: Vector2, colorResult?: Color4): number {
  622. var q = vertex1.q.add(vertex2.q);
  623. var border = vertex1.isBorder && vertex2.isBorder;
  624. var error: number = 0;
  625. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  626. if (qDet !== 0 && !border) {
  627. if (!pointResult) {
  628. pointResult = Vector3.Zero();
  629. }
  630. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  631. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  632. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  633. error = this.vertexError(q, pointResult);
  634. //TODO this should be correctly calculated
  635. if (normalResult) {
  636. normalResult.copyFrom(vertex1.normal);
  637. if (vertex1.uv)
  638. uvResult.copyFrom(vertex1.uv);
  639. else if (vertex1.color)
  640. colorResult.copyFrom(vertex1.color);
  641. }
  642. } else {
  643. var p3 = (vertex1.position.add(vertex2.position)).divide(new Vector3(2, 2, 2));
  644. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  645. var error1 = this.vertexError(q, vertex1.position);
  646. var error2 = this.vertexError(q, vertex2.position);
  647. var error3 = this.vertexError(q, p3);
  648. error = Math.min(error1, error2, error3);
  649. if (error === error1) {
  650. if (pointResult) {
  651. pointResult.copyFrom(vertex1.position);
  652. normalResult.copyFrom(vertex1.normal);
  653. if (vertex1.uv)
  654. uvResult.copyFrom(vertex1.uv);
  655. else if (vertex1.color)
  656. colorResult.copyFrom(vertex1.color);
  657. }
  658. } else if (error === error2) {
  659. if (pointResult) {
  660. pointResult.copyFrom(vertex2.position);
  661. normalResult.copyFrom(vertex2.normal);
  662. if (vertex2.uv)
  663. uvResult.copyFrom(vertex2.uv);
  664. else if (vertex2.color)
  665. colorResult.copyFrom(vertex2.color);
  666. }
  667. } else {
  668. if (pointResult) {
  669. pointResult.copyFrom(p3);
  670. normalResult.copyFrom(vertex1.normal);
  671. if (vertex1.uv)
  672. uvResult.copyFrom(vertex1.uv);
  673. else if (vertex1.color)
  674. colorResult.copyFrom(vertex1.color);
  675. }
  676. }
  677. }
  678. return error;
  679. }
  680. }
  681. }