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- import { Vector3 } from "../Maths/math.vector.js";
- import { VertexBuffer } from "../Buffers/buffer.js";
- import { SubMesh } from "../Meshes/subMesh.js";
- import { Mesh } from "../Meshes/mesh.js";
- import { AsyncLoop } from "../Misc/tools.js";
- import { Epsilon } from "../Maths/math.constants.js";
- /**
- * Class used to specify simplification options
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes
- */
- export class SimplificationSettings {
- /**
- * Creates a SimplificationSettings
- * @param quality expected quality
- * @param distance distance when this optimized version should be used
- * @param optimizeMesh already optimized mesh
- */
- constructor(
- /** expected quality */
- quality,
- /** distance when this optimized version should be used */
- distance,
- /** already optimized mesh */
- optimizeMesh) {
- this.quality = quality;
- this.distance = distance;
- this.optimizeMesh = optimizeMesh;
- }
- }
- /**
- * Queue used to order the simplification tasks
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes
- */
- export class SimplificationQueue {
- /**
- * Creates a new queue
- */
- constructor() {
- this.running = false;
- this._simplificationArray = [];
- }
- /**
- * Adds a new simplification task
- * @param task defines a task to add
- */
- addTask(task) {
- this._simplificationArray.push(task);
- }
- /**
- * Execute next task
- */
- executeNext() {
- const task = this._simplificationArray.pop();
- if (task) {
- this.running = true;
- this.runSimplification(task);
- }
- else {
- this.running = false;
- }
- }
- /**
- * Execute a simplification task
- * @param task defines the task to run
- */
- runSimplification(task) {
- if (task.parallelProcessing) {
- //parallel simplifier
- task.settings.forEach((setting) => {
- const simplifier = this._getSimplifier(task);
- simplifier.simplify(setting, (newMesh) => {
- if (setting.distance !== undefined) {
- task.mesh.addLODLevel(setting.distance, newMesh);
- }
- newMesh.isVisible = true;
- //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.
- const simplifier = this._getSimplifier(task);
- const runDecimation = (setting, callback) => {
- simplifier.simplify(setting, (newMesh) => {
- if (setting.distance !== undefined) {
- task.mesh.addLODLevel(setting.distance, newMesh);
- }
- newMesh.isVisible = true;
- //run the next quality level
- callback();
- });
- };
- AsyncLoop.Run(task.settings.length, (loop) => {
- runDecimation(task.settings[loop.index], () => {
- loop.executeNext();
- });
- }, () => {
- //execution ended, run the success callback.
- if (task.successCallback) {
- task.successCallback();
- }
- this.executeNext();
- });
- }
- }
- _getSimplifier(task) {
- 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
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes
- */
- export var SimplificationType;
- (function (SimplificationType) {
- /** Quadratic error decimation */
- SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
- })(SimplificationType || (SimplificationType = {}));
- class DecimationTriangle {
- constructor(_vertices) {
- this._vertices = _vertices;
- this.error = new Array(4);
- this.deleted = false;
- this.isDirty = false;
- this.deletePending = false;
- this.borderFactor = 0;
- }
- }
- class DecimationVertex {
- constructor(position, id) {
- this.position = position;
- this.id = id;
- this.isBorder = true;
- this.q = new QuadraticMatrix();
- this.triangleCount = 0;
- this.triangleStart = 0;
- this.originalOffsets = [];
- }
- updatePosition(newPosition) {
- this.position.copyFrom(newPosition);
- }
- }
- class QuadraticMatrix {
- constructor(data) {
- this.data = new Array(10);
- for (let i = 0; i < 10; ++i) {
- if (data && data[i]) {
- this.data[i] = data[i];
- }
- else {
- this.data[i] = 0;
- }
- }
- }
- det(a11, a12, a13, a21, a22, a23, a31, a32, a33) {
- const 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;
- }
- addInPlace(matrix) {
- for (let i = 0; i < 10; ++i) {
- this.data[i] += matrix.data[i];
- }
- }
- addArrayInPlace(data) {
- for (let i = 0; i < 10; ++i) {
- this.data[i] += data[i];
- }
- }
- add(matrix) {
- const m = new QuadraticMatrix();
- for (let i = 0; i < 10; ++i) {
- m.data[i] = this.data[i] + matrix.data[i];
- }
- return m;
- }
- static FromData(a, b, c, d) {
- return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
- }
- //returning an array to avoid garbage collection
- static DataFromNumbers(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];
- }
- }
- class Reference {
- constructor(vertexId, triangleId) {
- this.vertexId = vertexId;
- this.triangleId = triangleId;
- }
- }
- /**
- * 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
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes
- */
- export class QuadraticErrorSimplification {
- /**
- * Creates a new QuadraticErrorSimplification
- * @param _mesh defines the target mesh
- */
- constructor(_mesh) {
- this._mesh = _mesh;
- /** Gets or sets the number pf sync iterations */
- this.syncIterations = 5000;
- this.aggressiveness = 7;
- this.decimationIterations = 100;
- this.boundingBoxEpsilon = Epsilon;
- }
- /**
- * 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.
- */
- simplify(settings, successCallback) {
- this._initDecimatedMesh();
- //iterating through the submeshes array, one after the other.
- AsyncLoop.Run(this._mesh.subMeshes.length, (loop) => {
- this._initWithMesh(loop.index, () => {
- this._runDecimation(settings, loop.index, () => {
- loop.executeNext();
- });
- }, settings.optimizeMesh);
- }, () => {
- setTimeout(() => {
- successCallback(this._reconstructedMesh);
- }, 0);
- });
- }
- _runDecimation(settings, submeshIndex, successCallback) {
- const targetCount = ~~(this._triangles.length * settings.quality);
- let deletedTriangles = 0;
- const triangleCount = this._triangles.length;
- const iterationFunction = (iteration, callback) => {
- setTimeout(() => {
- if (iteration % 5 === 0) {
- this._updateMesh(iteration === 0);
- }
- for (let i = 0; i < this._triangles.length; ++i) {
- this._triangles[i].isDirty = false;
- }
- const threshold = 0.000000001 * Math.pow(iteration + 3, this.aggressiveness);
- const trianglesIterator = (i) => {
- const tIdx = ~~((this._triangles.length / 2 + i) % this._triangles.length);
- const t = this._triangles[tIdx];
- if (!t) {
- return;
- }
- if (t.error[3] > threshold || t.deleted || t.isDirty) {
- return;
- }
- for (let j = 0; j < 3; ++j) {
- if (t.error[j] < threshold) {
- const deleted0 = [];
- const deleted1 = [];
- const v0 = t._vertices[j];
- const v1 = t._vertices[(j + 1) % 3];
- if (v0.isBorder || v1.isBorder) {
- continue;
- }
- const p = Vector3.Zero();
- // var n = Vector3.Zero();
- // var uv = Vector2.Zero();
- // var color = new Color4(0, 0, 0, 1);
- this._calculateError(v0, v1, p);
- const delTr = [];
- if (this._isFlipped(v0, v1, p, deleted0, delTr)) {
- continue;
- }
- if (this._isFlipped(v1, v0, p, deleted1, delTr)) {
- continue;
- }
- if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
- continue;
- }
- const uniqueArray = [];
- delTr.forEach((deletedT) => {
- if (uniqueArray.indexOf(deletedT) === -1) {
- deletedT.deletePending = true;
- uniqueArray.push(deletedT);
- }
- });
- if (uniqueArray.length % 2 !== 0) {
- continue;
- }
- v0.q = v1.q.add(v0.q);
- v0.updatePosition(p);
- const tStart = this._references.length;
- deletedTriangles = this._updateTriangles(v0, v0, deleted0, deletedTriangles);
- deletedTriangles = this._updateTriangles(v0, v1, deleted1, deletedTriangles);
- const tCount = this._references.length - tStart;
- if (tCount <= v0.triangleCount) {
- if (tCount) {
- for (let 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) => {
- if (triangleCount - deletedTriangles <= targetCount) {
- loop.breakLoop();
- }
- else {
- iterationFunction(loop.index, () => {
- loop.executeNext();
- });
- }
- }, () => {
- setTimeout(() => {
- //reconstruct this part of the mesh
- this._reconstructMesh(submeshIndex);
- successCallback();
- }, 0);
- });
- }
- _initWithMesh(submeshIndex, callback, optimizeMesh) {
- this._vertices = [];
- this._triangles = [];
- const positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);
- const indices = this._mesh.getIndices();
- const submesh = this._mesh.subMeshes[submeshIndex];
- const findInVertices = (positionToSearch) => {
- if (optimizeMesh) {
- for (let ii = 0; ii < this._vertices.length; ++ii) {
- if (this._vertices[ii].position.equalsWithEpsilon(positionToSearch, 0.0001)) {
- return this._vertices[ii];
- }
- }
- }
- return null;
- };
- const vertexReferences = [];
- const vertexInit = (i) => {
- if (!positionData) {
- return;
- }
- const offset = i + submesh.verticesStart;
- const position = Vector3.FromArray(positionData, offset * 3);
- const vertex = findInVertices(position) || new DecimationVertex(position, this._vertices.length);
- vertex.originalOffsets.push(offset);
- if (vertex.id === this._vertices.length) {
- this._vertices.push(vertex);
- }
- vertexReferences.push(vertex.id);
- };
- //var totalVertices = mesh.getTotalVertices();
- const totalVertices = submesh.verticesCount;
- AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, () => {
- const indicesInit = (i) => {
- if (!indices) {
- return;
- }
- const offset = submesh.indexStart / 3 + i;
- const pos = offset * 3;
- const i0 = indices[pos + 0];
- const i1 = indices[pos + 1];
- const i2 = indices[pos + 2];
- const v0 = this._vertices[vertexReferences[i0 - submesh.verticesStart]];
- const v1 = this._vertices[vertexReferences[i1 - submesh.verticesStart]];
- const v2 = this._vertices[vertexReferences[i2 - submesh.verticesStart]];
- const triangle = new DecimationTriangle([v0, v1, v2]);
- triangle.originalOffset = pos;
- this._triangles.push(triangle);
- };
- AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit, () => {
- this._init(callback);
- });
- });
- }
- _init(callback) {
- const triangleInit1 = (i) => {
- const t = this._triangles[i];
- t.normal = Vector3.Cross(t._vertices[1].position.subtract(t._vertices[0].position), t._vertices[2].position.subtract(t._vertices[0].position)).normalize();
- for (let j = 0; j < 3; j++) {
- t._vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -Vector3.Dot(t.normal, t._vertices[0].position)));
- }
- };
- AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit1, () => {
- const triangleInit2 = (i) => {
- const t = this._triangles[i];
- for (let j = 0; j < 3; ++j) {
- t.error[j] = this._calculateError(t._vertices[j], 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, () => {
- callback();
- });
- });
- }
- _reconstructMesh(submeshIndex) {
- const newTriangles = [];
- let i;
- for (i = 0; i < this._vertices.length; ++i) {
- this._vertices[i].triangleCount = 0;
- }
- let t;
- let j;
- for (i = 0; i < this._triangles.length; ++i) {
- if (!this._triangles[i].deleted) {
- t = this._triangles[i];
- for (j = 0; j < 3; ++j) {
- t._vertices[j].triangleCount = 1;
- }
- newTriangles.push(t);
- }
- }
- const newPositionData = (this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []);
- const newNormalData = (this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []);
- const newUVsData = (this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []);
- const newColorsData = (this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []);
- const normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);
- const uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);
- const colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);
- let vertexCount = 0;
- for (i = 0; i < this._vertices.length; ++i) {
- const vertex = this._vertices[i];
- vertex.id = vertexCount;
- if (vertex.triangleCount) {
- vertex.originalOffsets.forEach((originalOffset) => {
- newPositionData.push(vertex.position.x);
- newPositionData.push(vertex.position.y);
- newPositionData.push(vertex.position.z);
- if (normalData && normalData.length) {
- newNormalData.push(normalData[originalOffset * 3]);
- newNormalData.push(normalData[originalOffset * 3 + 1]);
- newNormalData.push(normalData[originalOffset * 3 + 2]);
- }
- if (uvs && uvs.length) {
- newUVsData.push(uvs[originalOffset * 2]);
- newUVsData.push(uvs[originalOffset * 2 + 1]);
- }
- if (colorsData && colorsData.length) {
- newColorsData.push(colorsData[originalOffset * 4]);
- newColorsData.push(colorsData[originalOffset * 4 + 1]);
- newColorsData.push(colorsData[originalOffset * 4 + 2]);
- newColorsData.push(colorsData[originalOffset * 4 + 3]);
- }
- ++vertexCount;
- });
- }
- }
- const startingIndex = this._reconstructedMesh.getTotalIndices();
- const startingVertex = this._reconstructedMesh.getTotalVertices();
- const submeshesArray = this._reconstructedMesh.subMeshes;
- this._reconstructedMesh.subMeshes = [];
- const newIndicesArray = this._reconstructedMesh.getIndices(); //[];
- const originalIndices = this._mesh.getIndices();
- for (i = 0; i < newTriangles.length; ++i) {
- t = newTriangles[i]; //now get the new referencing point for each vertex
- [0, 1, 2].forEach((idx) => {
- const id = originalIndices[t.originalOffset + idx];
- let offset = t._vertices[idx].originalOffsets.indexOf(id);
- if (offset < 0) {
- offset = 0;
- }
- newIndicesArray.push(t._vertices[idx].id + offset + startingVertex);
- });
- }
- //overwriting the old vertex buffers and indices.
- this._reconstructedMesh.setIndices(newIndicesArray);
- this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);
- if (newNormalData.length > 0) {
- 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
- const originalSubmesh = this._mesh.subMeshes[submeshIndex];
- if (submeshIndex > 0) {
- this._reconstructedMesh.subMeshes = [];
- submeshesArray.forEach((submesh) => {
- SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount,
- /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
- });
- SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount,
- /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
- }
- }
- _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;
- this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
- }
- _isFlipped(vertex1, vertex2, point, deletedArray, delTr) {
- for (let i = 0; i < vertex1.triangleCount; ++i) {
- const t = this._triangles[this._references[vertex1.triangleStart + i].triangleId];
- if (t.deleted) {
- continue;
- }
- const s = this._references[vertex1.triangleStart + i].vertexId;
- const v1 = t._vertices[(s + 1) % 3];
- const v2 = t._vertices[(s + 2) % 3];
- if (v1 === vertex2 || v2 === vertex2) {
- deletedArray[i] = true;
- delTr.push(t);
- continue;
- }
- let d1 = v1.position.subtract(point);
- d1 = d1.normalize();
- let d2 = v2.position.subtract(point);
- d2 = d2.normalize();
- if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) {
- return true;
- }
- const normal = Vector3.Cross(d1, d2).normalize();
- deletedArray[i] = false;
- if (Vector3.Dot(normal, t.normal) < 0.2) {
- return true;
- }
- }
- return false;
- }
- _updateTriangles(origVertex, vertex, deletedArray, deletedTriangles) {
- let newDeleted = deletedTriangles;
- for (let i = 0; i < vertex.triangleCount; ++i) {
- const ref = this._references[vertex.triangleStart + i];
- const t = this._triangles[ref.triangleId];
- if (t.deleted) {
- continue;
- }
- if (deletedArray[i] && t.deletePending) {
- t.deleted = true;
- newDeleted++;
- continue;
- }
- t._vertices[ref.vertexId] = origVertex;
- t.isDirty = true;
- t.error[0] = this._calculateError(t._vertices[0], t._vertices[1]) + t.borderFactor / 2;
- t.error[1] = this._calculateError(t._vertices[1], t._vertices[2]) + t.borderFactor / 2;
- t.error[2] = this._calculateError(t._vertices[2], 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;
- }
- _identifyBorder() {
- for (let i = 0; i < this._vertices.length; ++i) {
- const vCount = [];
- const vId = [];
- const v = this._vertices[i];
- let j;
- for (j = 0; j < v.triangleCount; ++j) {
- const triangle = this._triangles[this._references[v.triangleStart + j].triangleId];
- for (let ii = 0; ii < 3; ii++) {
- let ofs = 0;
- const vv = triangle._vertices[ii];
- while (ofs < vCount.length) {
- if (vId[ofs] === vv.id) {
- break;
- }
- ++ofs;
- }
- if (ofs === vCount.length) {
- vCount.push(1);
- vId.push(vv.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;
- }
- }
- }
- }
- _updateMesh(identifyBorders = false) {
- let i;
- if (!identifyBorders) {
- const 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;
- }
- let t;
- let j;
- let v;
- for (i = 0; i < this._triangles.length; ++i) {
- t = this._triangles[i];
- for (j = 0; j < 3; ++j) {
- v = t._vertices[j];
- v.triangleCount++;
- }
- }
- let 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;
- }
- const 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 = t._vertices[j];
- newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
- v.triangleCount++;
- }
- }
- this._references = newReferences;
- if (identifyBorders) {
- this._identifyBorder();
- }
- }
- _vertexError(q, point) {
- const x = point.x;
- const y = point.y;
- const 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]);
- }
- _calculateError(vertex1, vertex2, pointResult) {
- const q = vertex1.q.add(vertex2.q);
- const border = vertex1.isBorder && vertex2.isBorder;
- let error = 0;
- const 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);
- }
- else {
- const 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();
- const error1 = this._vertexError(q, vertex1.position);
- const error2 = this._vertexError(q, vertex2.position);
- const error3 = this._vertexError(q, p3);
- error = Math.min(error1, error2, error3);
- if (error === error1) {
- if (pointResult) {
- pointResult.copyFrom(vertex1.position);
- }
- }
- else if (error === error2) {
- if (pointResult) {
- pointResult.copyFrom(vertex2.position);
- }
- }
- else {
- if (pointResult) {
- pointResult.copyFrom(p3);
- }
- }
- }
- return error;
- }
- }
- //# sourceMappingURL=meshSimplification.js.map
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