@babylonjs/core 8.3.1 → 8.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +4 -0
- package/Animations/animation.js +22 -13
- package/Animations/animation.js.map +1 -1
- package/Animations/animation.optimizations.d.ts +31 -0
- package/Animations/animation.optimizations.js +41 -0
- package/Animations/animation.optimizations.js.map +1 -0
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/Animations/pathCursor.js +3 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +3 -1
- package/Animations/runtimeAnimation.js +127 -116
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +4 -4
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +6 -6
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +3 -2
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +6 -4
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +3 -2
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Bones/skeleton.js +6 -6
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js +6 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.js +3 -2
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -0
- package/Collisions/gpuPicker.js +9 -0
- package/Collisions/gpuPicker.js.map +1 -1
- package/Debug/axesViewer.js +3 -2
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +4 -4
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/physicsViewer.js +7 -6
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +4 -4
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +2 -2
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/abstractEngine.d.ts +1 -0
- package/Engines/abstractEngine.js +14 -8
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +27 -5
- package/Engines/constants.js +27 -5
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.js +8 -8
- package/Engines/engine.js.map +1 -1
- package/Engines/webgpuEngine.js +6 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js +2 -2
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js +3 -2
- package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +3 -2
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js +2 -2
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +3 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/flowGraphAsyncExecutionBlock.js +5 -3
- package/FlowGraph/flowGraphAsyncExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphBlock.js +3 -2
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.js +10 -6
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -3
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
- package/Gamepads/gamepadManager.js +2 -2
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +3 -2
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +6 -4
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +28 -26
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js +6 -3
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +11 -10
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +16 -12
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.js +3 -2
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +3 -2
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +3 -2
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js +41 -28
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +26 -18
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js +47 -32
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js +4 -4
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/layerSceneComponent.js +4 -4
- package/Layers/layerSceneComponent.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +3 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +4 -4
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +54 -46
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/loadingScreen.js +4 -3
- package/Loading/loadingScreen.js.map +1 -1
- package/Loading/sceneLoader.js +15 -12
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +9 -3
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +11 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +18 -31
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/baseMathBlock.js +3 -1
- package/Materials/Node/Blocks/baseMathBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +53 -43
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialModes.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialModes.js +2 -0
- package/Materials/Node/Enums/nodeMaterialModes.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +5 -0
- package/Materials/Node/nodeMaterial.js +33 -20
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +7 -4
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +13 -2
- package/Materials/Node/nodeMaterialBuildState.js +72 -7
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.d.ts +5 -0
- package/Materials/Node/nodeMaterialDefault.js +28 -0
- package/Materials/Node/nodeMaterialDefault.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +3 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +5 -4
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/materialDefines.js +3 -1
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/multiMaterial.js +3 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js +3 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/Compression/dracoEncoder.js +2 -2
- package/Meshes/Compression/dracoEncoder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +8 -8
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +6 -6
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +4 -3
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/mathBlock.js +3 -1
- package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +8 -5
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/abstractMesh.js +2 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geodesicMesh.js +2 -2
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/mesh.js +6 -6
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.functions.js +11 -10
- package/Meshes/mesh.vertexData.functions.js.map +1 -1
- package/Meshes/mesh.vertexData.subdivide.js +10 -10
- package/Meshes/mesh.vertexData.subdivide.js.map +1 -1
- package/Meshes/meshSimplification.js +10 -10
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/meshUtils.js +6 -3
- package/Meshes/meshUtils.js.map +1 -1
- package/Meshes/polygonMesh.js +10 -10
- package/Meshes/polygonMesh.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +4 -4
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.js +2 -2
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/asyncLock.js +9 -9
- package/Misc/asyncLock.js.map +1 -1
- package/Misc/basis.js +4 -2
- package/Misc/basis.js.map +1 -1
- package/Misc/deepCopier.js +3 -2
- package/Misc/deepCopier.js.map +1 -1
- package/Misc/deepMerger.js +3 -2
- package/Misc/deepMerger.js.map +1 -1
- package/Misc/fileTools.js +4 -4
- package/Misc/fileTools.js.map +1 -1
- package/Misc/greasedLineTools.js +14 -13
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/logger.js +3 -2
- package/Misc/logger.js.map +1 -1
- package/Misc/observable.extensions.js +4 -4
- package/Misc/observable.extensions.js.map +1 -1
- package/Misc/sceneSerializer.js +5 -4
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js +3 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/tags.js +2 -2
- package/Misc/tags.js.map +1 -1
- package/Misc/trajectoryClassifier.js +8 -8
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +11 -3
- package/Particles/baseParticleSystem.js +37 -3
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -14
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particle.js +2 -2
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.js +15 -13
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +3 -16
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/physicsHelper.js +18 -14
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +10 -8
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v1/Plugins/cannonJSPlugin.js +13 -8
- package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
- package/Physics/v1/Plugins/oimoJSPlugin.js +9 -8
- package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -1
- package/Physics/v1/physicsEngine.js +4 -4
- package/Physics/v1/physicsEngine.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +10 -21
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +12 -10
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/ragdoll.js +4 -4
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +3 -2
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js +8 -6
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +4 -3
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.js +6 -6
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +14 -14
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +14 -12
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/iblCdfGenerator.js +4 -4
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/objectRenderer.js +2 -2
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/reflectiveShadowMap.js +7 -5
- package/Rendering/reflectiveShadowMap.js.map +1 -1
- package/Sprites/spriteMap.js +2 -2
- package/Sprites/spriteMap.js.map +1 -1
- package/XR/features/WebXRAbstractFeature.js +2 -2
- package/XR/features/WebXRAbstractFeature.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +4 -4
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRBackgroundRemover.js +3 -1
- package/XR/features/WebXRBackgroundRemover.js.map +1 -1
- package/XR/features/WebXRControllerMovement.js +6 -3
- package/XR/features/WebXRControllerMovement.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +12 -7
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +12 -7
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js +11 -7
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js +6 -6
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +60 -24
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRHitTest.js +4 -4
- package/XR/features/WebXRHitTest.js.map +1 -1
- package/XR/features/WebXRImageTracking.js +2 -2
- package/XR/features/WebXRImageTracking.js.map +1 -1
- package/XR/features/WebXRLayers.js +2 -2
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +12 -7
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRRawCameraAccess.js +9 -4
- package/XR/features/WebXRRawCameraAccess.js.map +1 -1
- package/XR/features/WebXRSpaceWarp.js +2 -2
- package/XR/features/WebXRSpaceWarp.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.js +19 -8
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRGenericMotionController.js +2 -2
- package/XR/motionController/webXRGenericMotionController.js.map +1 -1
- package/XR/motionController/webXRHTCViveMotionController.js +5 -4
- package/XR/motionController/webXRHTCViveMotionController.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +9 -6
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.js +4 -4
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js +5 -4
- package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
- package/XR/motionController/webXRProfiledMotionController.js +15 -10
- package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
- package/XR/webXRCamera.js +3 -2
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXREnterExitUI.js +5 -4
- package/XR/webXREnterExitUI.js.map +1 -1
- package/XR/webXRExperienceHelper.js +2 -2
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRFeaturesManager.js +10 -7
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRInput.js +8 -8
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRInputSource.js +4 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.js +3 -1
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/assetContainer.js +156 -135
- package/assetContainer.js.map +1 -1
- package/node.js +2 -2
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +18 -11
- package/scene.js.map +1 -1
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type { IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AsyncLoop } from \"../Misc/tools\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n/**\r\n * A simplifier interface for future simplification implementations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplifier {\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n * @param errorCallback in case of an error, this callback will be called. optional.\r\n */\r\n simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;\r\n}\r\n\r\n/**\r\n * Expected simplification settings.\r\n * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplificationSettings {\r\n /**\r\n * Gets or sets the expected quality\r\n */\r\n quality: number;\r\n /**\r\n * Gets or sets the distance when this optimized version should be used\r\n */\r\n distance: number;\r\n /**\r\n * Gets an already optimized mesh\r\n */\r\n optimizeMesh?: boolean | undefined;\r\n}\r\n\r\n/**\r\n * Class used to specify simplification options\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationSettings implements ISimplificationSettings {\r\n /**\r\n * Creates a SimplificationSettings\r\n * @param quality expected quality\r\n * @param distance distance when this optimized version should be used\r\n * @param optimizeMesh already optimized mesh\r\n */\r\n constructor(\r\n /** expected quality */\r\n public quality: number,\r\n /** distance when this optimized version should be used */\r\n public distance: number,\r\n /** already optimized mesh */\r\n public optimizeMesh?: boolean\r\n ) {}\r\n}\r\n\r\n/**\r\n * Interface used to define a simplification task\r\n */\r\nexport interface ISimplificationTask {\r\n /**\r\n * Array of settings\r\n */\r\n settings: Array<ISimplificationSettings>;\r\n /**\r\n * Simplification type\r\n */\r\n simplificationType: SimplificationType;\r\n /**\r\n * Mesh to simplify\r\n */\r\n mesh: Mesh;\r\n /**\r\n * Callback called on success\r\n */\r\n successCallback?: () => void;\r\n /**\r\n * Defines if parallel processing can be used\r\n */\r\n parallelProcessing: boolean;\r\n}\r\n\r\n/**\r\n * Queue used to order the simplification tasks\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationQueue {\r\n private _simplificationArray: Array<ISimplificationTask>;\r\n\r\n /**\r\n * Gets a boolean indicating that the process is still running\r\n */\r\n public running: boolean;\r\n\r\n /**\r\n * Creates a new queue\r\n */\r\n constructor() {\r\n this.running = false;\r\n this._simplificationArray = [];\r\n }\r\n\r\n /**\r\n * Adds a new simplification task\r\n * @param task defines a task to add\r\n */\r\n public addTask(task: ISimplificationTask) {\r\n this._simplificationArray.push(task);\r\n }\r\n\r\n /**\r\n * Execute next task\r\n */\r\n public executeNext() {\r\n const task = this._simplificationArray.pop();\r\n if (task) {\r\n this.running = true;\r\n this.runSimplification(task);\r\n } else {\r\n this.running = false;\r\n }\r\n }\r\n\r\n /**\r\n * Execute a simplification task\r\n * @param task defines the task to run\r\n */\r\n public runSimplification(task: ISimplificationTask) {\r\n if (task.parallelProcessing) {\r\n //parallel simplifier\r\n task.settings.forEach((setting) => {\r\n const simplifier = this._getSimplifier(task);\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //check if it is the last\r\n if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {\r\n //all done, run the success callback.\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n });\r\n });\r\n } else {\r\n //single simplifier.\r\n const simplifier = this._getSimplifier(task);\r\n\r\n const runDecimation = (setting: ISimplificationSettings, callback: () => void) => {\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //run the next quality level\r\n callback();\r\n });\r\n };\r\n\r\n AsyncLoop.Run(\r\n task.settings.length,\r\n (loop: AsyncLoop) => {\r\n runDecimation(task.settings[loop.index], () => {\r\n loop.executeNext();\r\n });\r\n },\r\n () => {\r\n //execution ended, run the success callback.\r\n if (task.successCallback) {\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n }\r\n );\r\n }\r\n }\r\n\r\n private _getSimplifier(task: ISimplificationTask): ISimplifier {\r\n switch (task.simplificationType) {\r\n case SimplificationType.QUADRATIC:\r\n default:\r\n return new QuadraticErrorSimplification(task.mesh);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The implemented types of simplification\r\n * At the moment only Quadratic Error Decimation is implemented\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport const enum SimplificationType {\r\n /** Quadratic error decimation */\r\n QUADRATIC,\r\n}\r\n\r\nclass DecimationTriangle {\r\n public normal: Vector3;\r\n public error: Array<number>;\r\n public deleted: boolean;\r\n public isDirty: boolean;\r\n public borderFactor: number;\r\n public deletePending: boolean;\r\n\r\n public originalOffset: number;\r\n\r\n constructor(public _vertices: Array<DecimationVertex>) {\r\n this.error = new Array<number>(4);\r\n this.deleted = false;\r\n this.isDirty = false;\r\n this.deletePending = false;\r\n this.borderFactor = 0;\r\n }\r\n}\r\n\r\nclass DecimationVertex {\r\n public q: QuadraticMatrix;\r\n public isBorder: boolean;\r\n\r\n public triangleStart: number;\r\n public triangleCount: number;\r\n\r\n public originalOffsets: Array<number>;\r\n\r\n constructor(\r\n public position: Vector3,\r\n public id: number\r\n ) {\r\n this.isBorder = true;\r\n this.q = new QuadraticMatrix();\r\n this.triangleCount = 0;\r\n this.triangleStart = 0;\r\n this.originalOffsets = [];\r\n }\r\n\r\n public updatePosition(newPosition: Vector3) {\r\n this.position.copyFrom(newPosition);\r\n }\r\n}\r\n\r\nclass QuadraticMatrix {\r\n public data: Array<number>;\r\n\r\n constructor(data?: Array<number>) {\r\n this.data = new Array(10);\r\n for (let i = 0; i < 10; ++i) {\r\n if (data && data[i]) {\r\n this.data[i] = data[i];\r\n } else {\r\n this.data[i] = 0;\r\n }\r\n }\r\n }\r\n\r\n public det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number {\r\n const det =\r\n this.data[a11] * this.data[a22] * this.data[a33] +\r\n this.data[a13] * this.data[a21] * this.data[a32] +\r\n this.data[a12] * this.data[a23] * this.data[a31] -\r\n this.data[a13] * this.data[a22] * this.data[a31] -\r\n this.data[a11] * this.data[a23] * this.data[a32] -\r\n this.data[a12] * this.data[a21] * this.data[a33];\r\n return det;\r\n }\r\n\r\n public addInPlace(matrix: QuadraticMatrix) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += matrix.data[i];\r\n }\r\n }\r\n\r\n public addArrayInPlace(data: Array<number>) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += data[i];\r\n }\r\n }\r\n\r\n public add(matrix: QuadraticMatrix): QuadraticMatrix {\r\n const m = new QuadraticMatrix();\r\n for (let i = 0; i < 10; ++i) {\r\n m.data[i] = this.data[i] + matrix.data[i];\r\n }\r\n return m;\r\n }\r\n\r\n public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {\r\n return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));\r\n }\r\n\r\n //returning an array to avoid garbage collection\r\n public static DataFromNumbers(a: number, b: number, c: number, d: number) {\r\n return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];\r\n }\r\n}\r\n\r\nclass Reference {\r\n constructor(\r\n public vertexId: number,\r\n public triangleId: number\r\n ) {}\r\n}\r\n\r\n/**\r\n * An implementation of the Quadratic Error simplification algorithm.\r\n * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf\r\n * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS\r\n * @author RaananW\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class QuadraticErrorSimplification implements ISimplifier {\r\n private _triangles: Array<DecimationTriangle>;\r\n private _vertices: Array<DecimationVertex>;\r\n private _references: Array<Reference>;\r\n\r\n private _reconstructedMesh: Mesh;\r\n\r\n /** Gets or sets the number pf sync iterations */\r\n public syncIterations = 5000;\r\n\r\n /** Gets or sets the aggressiveness of the simplifier */\r\n public aggressiveness: number;\r\n\r\n /** Gets or sets the number of allowed iterations for decimation */\r\n public decimationIterations: number;\r\n\r\n /** Gets or sets the espilon to use for bounding box computation */\r\n public boundingBoxEpsilon: number;\r\n\r\n /**\r\n * Creates a new QuadraticErrorSimplification\r\n * @param _mesh defines the target mesh\r\n */\r\n constructor(private _mesh: Mesh) {\r\n this.aggressiveness = 7;\r\n this.decimationIterations = 100;\r\n this.boundingBoxEpsilon = Epsilon;\r\n }\r\n\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n */\r\n public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) {\r\n this._initDecimatedMesh();\r\n //iterating through the submeshes array, one after the other.\r\n AsyncLoop.Run(\r\n this._mesh.subMeshes.length,\r\n (loop: AsyncLoop) => {\r\n this._initWithMesh(\r\n loop.index,\r\n () => {\r\n this._runDecimation(settings, loop.index, () => {\r\n loop.executeNext();\r\n });\r\n },\r\n settings.optimizeMesh\r\n );\r\n },\r\n () => {\r\n setTimeout(() => {\r\n successCallback(this._reconstructedMesh);\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => void) {\r\n const targetCount = ~~(this._triangles.length * settings.quality);\r\n let deletedTriangles = 0;\r\n\r\n const triangleCount = this._triangles.length;\r\n\r\n const iterationFunction = (iteration: number, callback: () => void) => {\r\n setTimeout(() => {\r\n if (iteration % 5 === 0) {\r\n this._updateMesh(iteration === 0);\r\n }\r\n\r\n for (let i = 0; i < this._triangles.length; ++i) {\r\n this._triangles[i].isDirty = false;\r\n }\r\n\r\n const threshold = 0.000000001 * Math.pow(iteration + 3, this.aggressiveness);\r\n\r\n const trianglesIterator = (i: number) => {\r\n const tIdx = ~~((this._triangles.length / 2 + i) % this._triangles.length);\r\n const t = this._triangles[tIdx];\r\n if (!t) {\r\n return;\r\n }\r\n if (t.error[3] > threshold || t.deleted || t.isDirty) {\r\n return;\r\n }\r\n for (let j = 0; j < 3; ++j) {\r\n if (t.error[j] < threshold) {\r\n const deleted0: Array<boolean> = [];\r\n const deleted1: Array<boolean> = [];\r\n\r\n const v0 = t._vertices[j];\r\n const v1 = t._vertices[(j + 1) % 3];\r\n\r\n if (v0.isBorder || v1.isBorder) {\r\n continue;\r\n }\r\n\r\n const p = Vector3.Zero();\r\n // var n = Vector3.Zero();\r\n // var uv = Vector2.Zero();\r\n // var color = new Color4(0, 0, 0, 1);\r\n\r\n this._calculateError(v0, v1, p);\r\n\r\n const delTr: DecimationTriangle[] = [];\r\n\r\n if (this._isFlipped(v0, v1, p, deleted0, delTr)) {\r\n continue;\r\n }\r\n if (this._isFlipped(v1, v0, p, deleted1, delTr)) {\r\n continue;\r\n }\r\n\r\n if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {\r\n continue;\r\n }\r\n\r\n const uniqueArray: DecimationTriangle[] = [];\r\n delTr.forEach((deletedT) => {\r\n if (uniqueArray.indexOf(deletedT) === -1) {\r\n deletedT.deletePending = true;\r\n uniqueArray.push(deletedT);\r\n }\r\n });\r\n\r\n if (uniqueArray.length % 2 !== 0) {\r\n continue;\r\n }\r\n\r\n v0.q = v1.q.add(v0.q);\r\n\r\n v0.updatePosition(p);\r\n\r\n const tStart = this._references.length;\r\n\r\n deletedTriangles = this._updateTriangles(v0, v0, deleted0, deletedTriangles);\r\n deletedTriangles = this._updateTriangles(v0, v1, deleted1, deletedTriangles);\r\n\r\n const tCount = this._references.length - tStart;\r\n\r\n if (tCount <= v0.triangleCount) {\r\n if (tCount) {\r\n for (let c = 0; c < tCount; c++) {\r\n this._references[v0.triangleStart + c] = this._references[tStart + c];\r\n }\r\n }\r\n } else {\r\n v0.triangleStart = tStart;\r\n }\r\n\r\n v0.triangleCount = tCount;\r\n break;\r\n }\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, trianglesIterator, callback, () => {\r\n return triangleCount - deletedTriangles <= targetCount;\r\n });\r\n }, 0);\r\n };\r\n\r\n AsyncLoop.Run(\r\n this.decimationIterations,\r\n (loop: AsyncLoop) => {\r\n if (triangleCount - deletedTriangles <= targetCount) {\r\n loop.breakLoop();\r\n } else {\r\n iterationFunction(loop.index, () => {\r\n loop.executeNext();\r\n });\r\n }\r\n },\r\n () => {\r\n setTimeout(() => {\r\n //reconstruct this part of the mesh\r\n this._reconstructMesh(submeshIndex);\r\n successCallback();\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _initWithMesh(submeshIndex: number, callback: Function, optimizeMesh?: boolean) {\r\n this._vertices = [];\r\n this._triangles = [];\r\n\r\n const positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const indices = this._mesh.getIndices();\r\n const submesh = this._mesh.subMeshes[submeshIndex];\r\n\r\n const findInVertices = (positionToSearch: Vector3) => {\r\n if (optimizeMesh) {\r\n for (let ii = 0; ii < this._vertices.length; ++ii) {\r\n if (this._vertices[ii].position.equalsWithEpsilon(positionToSearch, 0.0001)) {\r\n return this._vertices[ii];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n\r\n const vertexReferences: Array<number> = [];\r\n\r\n const vertexInit = (i: number) => {\r\n if (!positionData) {\r\n return;\r\n }\r\n\r\n const offset = i + submesh.verticesStart;\r\n const position = Vector3.FromArray(positionData, offset * 3);\r\n\r\n const vertex = findInVertices(position) || new DecimationVertex(position, this._vertices.length);\r\n vertex.originalOffsets.push(offset);\r\n if (vertex.id === this._vertices.length) {\r\n this._vertices.push(vertex);\r\n }\r\n vertexReferences.push(vertex.id);\r\n };\r\n //var totalVertices = mesh.getTotalVertices();\r\n const totalVertices = submesh.verticesCount;\r\n AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, () => {\r\n const indicesInit = (i: number) => {\r\n if (!indices) {\r\n return;\r\n }\r\n\r\n const offset = submesh.indexStart / 3 + i;\r\n const pos = offset * 3;\r\n const i0 = indices[pos + 0];\r\n const i1 = indices[pos + 1];\r\n const i2 = indices[pos + 2];\r\n const v0: DecimationVertex = this._vertices[vertexReferences[i0 - submesh.verticesStart]];\r\n const v1: DecimationVertex = this._vertices[vertexReferences[i1 - submesh.verticesStart]];\r\n const v2: DecimationVertex = this._vertices[vertexReferences[i2 - submesh.verticesStart]];\r\n const triangle = new DecimationTriangle([v0, v1, v2]);\r\n triangle.originalOffset = pos;\r\n this._triangles.push(triangle);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit, () => {\r\n this._init(callback);\r\n });\r\n });\r\n }\r\n\r\n private _init(callback: Function) {\r\n const triangleInit1 = (i: number) => {\r\n const t = this._triangles[i];\r\n t.normal = Vector3.Cross(t._vertices[1].position.subtract(t._vertices[0].position), t._vertices[2].position.subtract(t._vertices[0].position)).normalize();\r\n for (let j = 0; j < 3; j++) {\r\n t._vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -Vector3.Dot(t.normal, t._vertices[0].position)));\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit1, () => {\r\n const triangleInit2 = (i: number) => {\r\n const t = this._triangles[i];\r\n for (let j = 0; j < 3; ++j) {\r\n t.error[j] = this._calculateError(t._vertices[j], t._vertices[(j + 1) % 3]);\r\n }\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit2, () => {\r\n callback();\r\n });\r\n });\r\n }\r\n\r\n private _reconstructMesh(submeshIndex: number) {\r\n const newTriangles: Array<DecimationTriangle> = [];\r\n let i: number;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n t._vertices[j].triangleCount = 1;\r\n }\r\n newTriangles.push(t);\r\n }\r\n }\r\n\r\n const newPositionData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []);\r\n const newNormalData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []);\r\n const newUVsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []);\r\n const newColorsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []);\r\n\r\n const normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);\r\n const colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n let vertexCount = 0;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n const vertex = this._vertices[i];\r\n vertex.id = vertexCount;\r\n if (vertex.triangleCount) {\r\n vertex.originalOffsets.forEach((originalOffset) => {\r\n newPositionData.push(vertex.position.x);\r\n newPositionData.push(vertex.position.y);\r\n newPositionData.push(vertex.position.z);\r\n\r\n if (normalData && normalData.length) {\r\n newNormalData.push(normalData[originalOffset * 3]);\r\n newNormalData.push(normalData[originalOffset * 3 + 1]);\r\n newNormalData.push(normalData[originalOffset * 3 + 2]);\r\n }\r\n if (uvs && uvs.length) {\r\n newUVsData.push(uvs[originalOffset * 2]);\r\n newUVsData.push(uvs[originalOffset * 2 + 1]);\r\n }\r\n if (colorsData && colorsData.length) {\r\n newColorsData.push(colorsData[originalOffset * 4]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 1]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 2]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 3]);\r\n }\r\n ++vertexCount;\r\n });\r\n }\r\n }\r\n\r\n const startingIndex = this._reconstructedMesh.getTotalIndices();\r\n const startingVertex = this._reconstructedMesh.getTotalVertices();\r\n\r\n const submeshesArray = this._reconstructedMesh.subMeshes;\r\n this._reconstructedMesh.subMeshes = [];\r\n\r\n const newIndicesArray: number[] = <number[]>this._reconstructedMesh.getIndices(); //[];\r\n const originalIndices = <IndicesArray>this._mesh.getIndices();\r\n for (i = 0; i < newTriangles.length; ++i) {\r\n t = newTriangles[i]; //now get the new referencing point for each vertex\r\n [0, 1, 2].forEach((idx) => {\r\n const id = originalIndices[t.originalOffset + idx];\r\n let offset = t._vertices[idx].originalOffsets.indexOf(id);\r\n if (offset < 0) {\r\n offset = 0;\r\n }\r\n newIndicesArray.push(t._vertices[idx].id + offset + startingVertex);\r\n });\r\n }\r\n\r\n //overwriting the old vertex buffers and indices.\r\n\r\n this._reconstructedMesh.setIndices(newIndicesArray);\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);\r\n if (newNormalData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);\r\n }\r\n if (newUVsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);\r\n }\r\n if (newColorsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData);\r\n }\r\n\r\n //create submesh\r\n const originalSubmesh = this._mesh.subMeshes[submeshIndex];\r\n if (submeshIndex > 0) {\r\n this._reconstructedMesh.subMeshes = [];\r\n submeshesArray.forEach((submesh) => {\r\n SubMesh.AddToMesh(\r\n submesh.materialIndex,\r\n submesh.verticesStart,\r\n submesh.verticesCount,\r\n /* 0, newPositionData.length/3, */ submesh.indexStart,\r\n submesh.indexCount,\r\n submesh.getMesh()\r\n );\r\n });\r\n SubMesh.AddToMesh(\r\n originalSubmesh.materialIndex,\r\n startingVertex,\r\n vertexCount,\r\n /* 0, newPositionData.length / 3, */ startingIndex,\r\n newTriangles.length * 3,\r\n this._reconstructedMesh\r\n );\r\n }\r\n }\r\n\r\n private _initDecimatedMesh() {\r\n this._reconstructedMesh = new Mesh(this._mesh.name + \"Decimated\", this._mesh.getScene());\r\n this._reconstructedMesh.material = this._mesh.material;\r\n this._reconstructedMesh.parent = this._mesh.parent;\r\n this._reconstructedMesh.isVisible = false;\r\n this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;\r\n }\r\n\r\n private _isFlipped(vertex1: DecimationVertex, vertex2: DecimationVertex, point: Vector3, deletedArray: Array<boolean>, delTr: Array<DecimationTriangle>): boolean {\r\n for (let i = 0; i < vertex1.triangleCount; ++i) {\r\n const t = this._triangles[this._references[vertex1.triangleStart + i].triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n\r\n const s = this._references[vertex1.triangleStart + i].vertexId;\r\n\r\n const v1 = t._vertices[(s + 1) % 3];\r\n const v2 = t._vertices[(s + 2) % 3];\r\n\r\n if (v1 === vertex2 || v2 === vertex2) {\r\n deletedArray[i] = true;\r\n delTr.push(t);\r\n continue;\r\n }\r\n\r\n let d1 = v1.position.subtract(point);\r\n d1 = d1.normalize();\r\n let d2 = v2.position.subtract(point);\r\n d2 = d2.normalize();\r\n if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) {\r\n return true;\r\n }\r\n const normal = Vector3.Cross(d1, d2).normalize();\r\n deletedArray[i] = false;\r\n if (Vector3.Dot(normal, t.normal) < 0.2) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _updateTriangles(origVertex: DecimationVertex, vertex: DecimationVertex, deletedArray: Array<boolean>, deletedTriangles: number): number {\r\n let newDeleted = deletedTriangles;\r\n for (let i = 0; i < vertex.triangleCount; ++i) {\r\n const ref = this._references[vertex.triangleStart + i];\r\n const t = this._triangles[ref.triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n if (deletedArray[i] && t.deletePending) {\r\n t.deleted = true;\r\n newDeleted++;\r\n continue;\r\n }\r\n t._vertices[ref.vertexId] = origVertex;\r\n t.isDirty = true;\r\n t.error[0] = this._calculateError(t._vertices[0], t._vertices[1]) + t.borderFactor / 2;\r\n t.error[1] = this._calculateError(t._vertices[1], t._vertices[2]) + t.borderFactor / 2;\r\n t.error[2] = this._calculateError(t._vertices[2], t._vertices[0]) + t.borderFactor / 2;\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n this._references.push(ref);\r\n }\r\n return newDeleted;\r\n }\r\n\r\n private _identifyBorder() {\r\n for (let i = 0; i < this._vertices.length; ++i) {\r\n const vCount: Array<number> = [];\r\n const vId: Array<number> = [];\r\n const v = this._vertices[i];\r\n let j: number;\r\n for (j = 0; j < v.triangleCount; ++j) {\r\n const triangle = this._triangles[this._references[v.triangleStart + j].triangleId];\r\n for (let ii = 0; ii < 3; ii++) {\r\n let ofs = 0;\r\n const vv = triangle._vertices[ii];\r\n while (ofs < vCount.length) {\r\n if (vId[ofs] === vv.id) {\r\n break;\r\n }\r\n ++ofs;\r\n }\r\n if (ofs === vCount.length) {\r\n vCount.push(1);\r\n vId.push(vv.id);\r\n } else {\r\n vCount[ofs]++;\r\n }\r\n }\r\n }\r\n\r\n for (j = 0; j < vCount.length; ++j) {\r\n if (vCount[j] === 1) {\r\n this._vertices[vId[j]].isBorder = true;\r\n } else {\r\n this._vertices[vId[j]].isBorder = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _updateMesh(identifyBorders: boolean = false) {\r\n let i: number;\r\n if (!identifyBorders) {\r\n const newTrianglesVector: Array<DecimationTriangle> = [];\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n newTrianglesVector.push(this._triangles[i]);\r\n }\r\n }\r\n this._triangles = newTrianglesVector;\r\n }\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n this._vertices[i].triangleStart = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n let v: DecimationVertex;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n v.triangleCount++;\r\n }\r\n }\r\n\r\n let tStart = 0;\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleStart = tStart;\r\n tStart += this._vertices[i].triangleCount;\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n\r\n const newReferences: Array<Reference> = new Array(this._triangles.length * 3);\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);\r\n v.triangleCount++;\r\n }\r\n }\r\n this._references = newReferences;\r\n\r\n if (identifyBorders) {\r\n this._identifyBorder();\r\n }\r\n }\r\n\r\n private _vertexError(q: QuadraticMatrix, point: Vector3): number {\r\n const x = point.x;\r\n const y = point.y;\r\n const z = point.z;\r\n return (\r\n q.data[0] * x * x +\r\n 2 * q.data[1] * x * y +\r\n 2 * q.data[2] * x * z +\r\n 2 * q.data[3] * x +\r\n q.data[4] * y * y +\r\n 2 * q.data[5] * y * z +\r\n 2 * q.data[6] * y +\r\n q.data[7] * z * z +\r\n 2 * q.data[8] * z +\r\n q.data[9]\r\n );\r\n }\r\n\r\n private _calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3): number {\r\n const q = vertex1.q.add(vertex2.q);\r\n const border = vertex1.isBorder && vertex2.isBorder;\r\n let error: number = 0;\r\n const qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);\r\n\r\n if (qDet !== 0 && !border) {\r\n if (!pointResult) {\r\n pointResult = Vector3.Zero();\r\n }\r\n pointResult.x = (-1 / qDet) * q.det(1, 2, 3, 4, 5, 6, 5, 7, 8);\r\n pointResult.y = (1 / qDet) * q.det(0, 2, 3, 1, 5, 6, 2, 7, 8);\r\n pointResult.z = (-1 / qDet) * q.det(0, 1, 3, 1, 4, 6, 2, 5, 8);\r\n error = this._vertexError(q, pointResult);\r\n } else {\r\n const p3 = vertex1.position.add(vertex2.position).divide(new Vector3(2, 2, 2));\r\n //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();\r\n const error1 = this._vertexError(q, vertex1.position);\r\n const error2 = this._vertexError(q, vertex2.position);\r\n const error3 = this._vertexError(q, p3);\r\n error = Math.min(error1, error2, error3);\r\n if (error === error1) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex1.position);\r\n }\r\n } else if (error === error2) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex2.position);\r\n }\r\n } else {\r\n if (pointResult) {\r\n pointResult.copyFrom(p3);\r\n }\r\n }\r\n }\r\n return error;\r\n }\r\n}\r\n"]}
|
|
1
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type { IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AsyncLoop } from \"../Misc/tools\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\n/**\r\n * A simplifier interface for future simplification implementations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplifier {\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n * @param errorCallback in case of an error, this callback will be called. optional.\r\n */\r\n simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;\r\n}\r\n\r\n/**\r\n * Expected simplification settings.\r\n * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport interface ISimplificationSettings {\r\n /**\r\n * Gets or sets the expected quality\r\n */\r\n quality: number;\r\n /**\r\n * Gets or sets the distance when this optimized version should be used\r\n */\r\n distance: number;\r\n /**\r\n * Gets an already optimized mesh\r\n */\r\n optimizeMesh?: boolean | undefined;\r\n}\r\n\r\n/**\r\n * Class used to specify simplification options\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationSettings implements ISimplificationSettings {\r\n /**\r\n * Creates a SimplificationSettings\r\n * @param quality expected quality\r\n * @param distance distance when this optimized version should be used\r\n * @param optimizeMesh already optimized mesh\r\n */\r\n constructor(\r\n /** expected quality */\r\n public quality: number,\r\n /** distance when this optimized version should be used */\r\n public distance: number,\r\n /** already optimized mesh */\r\n public optimizeMesh?: boolean\r\n ) {}\r\n}\r\n\r\n/**\r\n * Interface used to define a simplification task\r\n */\r\nexport interface ISimplificationTask {\r\n /**\r\n * Array of settings\r\n */\r\n settings: Array<ISimplificationSettings>;\r\n /**\r\n * Simplification type\r\n */\r\n simplificationType: SimplificationType;\r\n /**\r\n * Mesh to simplify\r\n */\r\n mesh: Mesh;\r\n /**\r\n * Callback called on success\r\n */\r\n successCallback?: () => void;\r\n /**\r\n * Defines if parallel processing can be used\r\n */\r\n parallelProcessing: boolean;\r\n}\r\n\r\n/**\r\n * Queue used to order the simplification tasks\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class SimplificationQueue {\r\n private _simplificationArray: Array<ISimplificationTask>;\r\n\r\n /**\r\n * Gets a boolean indicating that the process is still running\r\n */\r\n public running: boolean;\r\n\r\n /**\r\n * Creates a new queue\r\n */\r\n constructor() {\r\n this.running = false;\r\n this._simplificationArray = [];\r\n }\r\n\r\n /**\r\n * Adds a new simplification task\r\n * @param task defines a task to add\r\n */\r\n public addTask(task: ISimplificationTask) {\r\n this._simplificationArray.push(task);\r\n }\r\n\r\n /**\r\n * Execute next task\r\n */\r\n public executeNext() {\r\n const task = this._simplificationArray.pop();\r\n if (task) {\r\n this.running = true;\r\n this.runSimplification(task);\r\n } else {\r\n this.running = false;\r\n }\r\n }\r\n\r\n /**\r\n * Execute a simplification task\r\n * @param task defines the task to run\r\n */\r\n public runSimplification(task: ISimplificationTask) {\r\n if (task.parallelProcessing) {\r\n //parallel simplifier\r\n for (const setting of task.settings) {\r\n const simplifier = this._getSimplifier(task);\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //check if it is the last\r\n if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {\r\n //all done, run the success callback.\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n });\r\n }\r\n } else {\r\n //single simplifier.\r\n const simplifier = this._getSimplifier(task);\r\n\r\n const runDecimation = (setting: ISimplificationSettings, callback: () => void) => {\r\n simplifier.simplify(setting, (newMesh) => {\r\n if (setting.distance !== undefined) {\r\n task.mesh.addLODLevel(setting.distance, newMesh);\r\n }\r\n newMesh.isVisible = true;\r\n //run the next quality level\r\n callback();\r\n });\r\n };\r\n\r\n AsyncLoop.Run(\r\n task.settings.length,\r\n (loop: AsyncLoop) => {\r\n runDecimation(task.settings[loop.index], () => {\r\n loop.executeNext();\r\n });\r\n },\r\n () => {\r\n //execution ended, run the success callback.\r\n if (task.successCallback) {\r\n task.successCallback();\r\n }\r\n this.executeNext();\r\n }\r\n );\r\n }\r\n }\r\n\r\n private _getSimplifier(task: ISimplificationTask): ISimplifier {\r\n switch (task.simplificationType) {\r\n case SimplificationType.QUADRATIC:\r\n default:\r\n return new QuadraticErrorSimplification(task.mesh);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * The implemented types of simplification\r\n * At the moment only Quadratic Error Decimation is implemented\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport const enum SimplificationType {\r\n /** Quadratic error decimation */\r\n QUADRATIC,\r\n}\r\n\r\nclass DecimationTriangle {\r\n public normal: Vector3;\r\n public error: Array<number>;\r\n public deleted: boolean;\r\n public isDirty: boolean;\r\n public borderFactor: number;\r\n public deletePending: boolean;\r\n\r\n public originalOffset: number;\r\n\r\n constructor(public _vertices: Array<DecimationVertex>) {\r\n this.error = new Array<number>(4);\r\n this.deleted = false;\r\n this.isDirty = false;\r\n this.deletePending = false;\r\n this.borderFactor = 0;\r\n }\r\n}\r\n\r\nclass DecimationVertex {\r\n public q: QuadraticMatrix;\r\n public isBorder: boolean;\r\n\r\n public triangleStart: number;\r\n public triangleCount: number;\r\n\r\n public originalOffsets: Array<number>;\r\n\r\n constructor(\r\n public position: Vector3,\r\n public id: number\r\n ) {\r\n this.isBorder = true;\r\n this.q = new QuadraticMatrix();\r\n this.triangleCount = 0;\r\n this.triangleStart = 0;\r\n this.originalOffsets = [];\r\n }\r\n\r\n public updatePosition(newPosition: Vector3) {\r\n this.position.copyFrom(newPosition);\r\n }\r\n}\r\n\r\nclass QuadraticMatrix {\r\n public data: Array<number>;\r\n\r\n constructor(data?: Array<number>) {\r\n this.data = new Array(10);\r\n for (let i = 0; i < 10; ++i) {\r\n if (data && data[i]) {\r\n this.data[i] = data[i];\r\n } else {\r\n this.data[i] = 0;\r\n }\r\n }\r\n }\r\n\r\n public det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number {\r\n const det =\r\n this.data[a11] * this.data[a22] * this.data[a33] +\r\n this.data[a13] * this.data[a21] * this.data[a32] +\r\n this.data[a12] * this.data[a23] * this.data[a31] -\r\n this.data[a13] * this.data[a22] * this.data[a31] -\r\n this.data[a11] * this.data[a23] * this.data[a32] -\r\n this.data[a12] * this.data[a21] * this.data[a33];\r\n return det;\r\n }\r\n\r\n public addInPlace(matrix: QuadraticMatrix) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += matrix.data[i];\r\n }\r\n }\r\n\r\n public addArrayInPlace(data: Array<number>) {\r\n for (let i = 0; i < 10; ++i) {\r\n this.data[i] += data[i];\r\n }\r\n }\r\n\r\n public add(matrix: QuadraticMatrix): QuadraticMatrix {\r\n const m = new QuadraticMatrix();\r\n for (let i = 0; i < 10; ++i) {\r\n m.data[i] = this.data[i] + matrix.data[i];\r\n }\r\n return m;\r\n }\r\n\r\n public static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix {\r\n return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));\r\n }\r\n\r\n //returning an array to avoid garbage collection\r\n public static DataFromNumbers(a: number, b: number, c: number, d: number) {\r\n return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];\r\n }\r\n}\r\n\r\nclass Reference {\r\n constructor(\r\n public vertexId: number,\r\n public triangleId: number\r\n ) {}\r\n}\r\n\r\n/**\r\n * An implementation of the Quadratic Error simplification algorithm.\r\n * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf\r\n * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS\r\n * @author RaananW\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/simplifyingMeshes\r\n */\r\nexport class QuadraticErrorSimplification implements ISimplifier {\r\n private _triangles: Array<DecimationTriangle>;\r\n private _vertices: Array<DecimationVertex>;\r\n private _references: Array<Reference>;\r\n\r\n private _reconstructedMesh: Mesh;\r\n\r\n /** Gets or sets the number pf sync iterations */\r\n public syncIterations = 5000;\r\n\r\n /** Gets or sets the aggressiveness of the simplifier */\r\n public aggressiveness: number;\r\n\r\n /** Gets or sets the number of allowed iterations for decimation */\r\n public decimationIterations: number;\r\n\r\n /** Gets or sets the espilon to use for bounding box computation */\r\n public boundingBoxEpsilon: number;\r\n\r\n /**\r\n * Creates a new QuadraticErrorSimplification\r\n * @param _mesh defines the target mesh\r\n */\r\n constructor(private _mesh: Mesh) {\r\n this.aggressiveness = 7;\r\n this.decimationIterations = 100;\r\n this.boundingBoxEpsilon = Epsilon;\r\n }\r\n\r\n /**\r\n * Simplification of a given mesh according to the given settings.\r\n * Since this requires computation, it is assumed that the function runs async.\r\n * @param settings The settings of the simplification, including quality and distance\r\n * @param successCallback A callback that will be called after the mesh was simplified.\r\n */\r\n public simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void) {\r\n this._initDecimatedMesh();\r\n //iterating through the submeshes array, one after the other.\r\n AsyncLoop.Run(\r\n this._mesh.subMeshes.length,\r\n (loop: AsyncLoop) => {\r\n this._initWithMesh(\r\n loop.index,\r\n () => {\r\n this._runDecimation(settings, loop.index, () => {\r\n loop.executeNext();\r\n });\r\n },\r\n settings.optimizeMesh\r\n );\r\n },\r\n () => {\r\n setTimeout(() => {\r\n successCallback(this._reconstructedMesh);\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _runDecimation(settings: ISimplificationSettings, submeshIndex: number, successCallback: () => void) {\r\n const targetCount = ~~(this._triangles.length * settings.quality);\r\n let deletedTriangles = 0;\r\n\r\n const triangleCount = this._triangles.length;\r\n\r\n const iterationFunction = (iteration: number, callback: () => void) => {\r\n setTimeout(() => {\r\n if (iteration % 5 === 0) {\r\n this._updateMesh(iteration === 0);\r\n }\r\n\r\n for (let i = 0; i < this._triangles.length; ++i) {\r\n this._triangles[i].isDirty = false;\r\n }\r\n\r\n const threshold = 0.000000001 * Math.pow(iteration + 3, this.aggressiveness);\r\n\r\n const trianglesIterator = (i: number) => {\r\n const tIdx = ~~((this._triangles.length / 2 + i) % this._triangles.length);\r\n const t = this._triangles[tIdx];\r\n if (!t) {\r\n return;\r\n }\r\n if (t.error[3] > threshold || t.deleted || t.isDirty) {\r\n return;\r\n }\r\n for (let j = 0; j < 3; ++j) {\r\n if (t.error[j] < threshold) {\r\n const deleted0: Array<boolean> = [];\r\n const deleted1: Array<boolean> = [];\r\n\r\n const v0 = t._vertices[j];\r\n const v1 = t._vertices[(j + 1) % 3];\r\n\r\n if (v0.isBorder || v1.isBorder) {\r\n continue;\r\n }\r\n\r\n const p = Vector3.Zero();\r\n // var n = Vector3.Zero();\r\n // var uv = Vector2.Zero();\r\n // var color = new Color4(0, 0, 0, 1);\r\n\r\n this._calculateError(v0, v1, p);\r\n\r\n const delTr: DecimationTriangle[] = [];\r\n\r\n if (this._isFlipped(v0, v1, p, deleted0, delTr)) {\r\n continue;\r\n }\r\n if (this._isFlipped(v1, v0, p, deleted1, delTr)) {\r\n continue;\r\n }\r\n\r\n if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {\r\n continue;\r\n }\r\n\r\n const uniqueArray: DecimationTriangle[] = [];\r\n for (const deletedT of delTr) {\r\n if (uniqueArray.indexOf(deletedT) === -1) {\r\n deletedT.deletePending = true;\r\n uniqueArray.push(deletedT);\r\n }\r\n }\r\n\r\n if (uniqueArray.length % 2 !== 0) {\r\n continue;\r\n }\r\n\r\n v0.q = v1.q.add(v0.q);\r\n\r\n v0.updatePosition(p);\r\n\r\n const tStart = this._references.length;\r\n\r\n deletedTriangles = this._updateTriangles(v0, v0, deleted0, deletedTriangles);\r\n deletedTriangles = this._updateTriangles(v0, v1, deleted1, deletedTriangles);\r\n\r\n const tCount = this._references.length - tStart;\r\n\r\n if (tCount <= v0.triangleCount) {\r\n if (tCount) {\r\n for (let c = 0; c < tCount; c++) {\r\n this._references[v0.triangleStart + c] = this._references[tStart + c];\r\n }\r\n }\r\n } else {\r\n v0.triangleStart = tStart;\r\n }\r\n\r\n v0.triangleCount = tCount;\r\n break;\r\n }\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, trianglesIterator, callback, () => {\r\n return triangleCount - deletedTriangles <= targetCount;\r\n });\r\n }, 0);\r\n };\r\n\r\n AsyncLoop.Run(\r\n this.decimationIterations,\r\n (loop: AsyncLoop) => {\r\n if (triangleCount - deletedTriangles <= targetCount) {\r\n loop.breakLoop();\r\n } else {\r\n iterationFunction(loop.index, () => {\r\n loop.executeNext();\r\n });\r\n }\r\n },\r\n () => {\r\n setTimeout(() => {\r\n //reconstruct this part of the mesh\r\n this._reconstructMesh(submeshIndex);\r\n successCallback();\r\n }, 0);\r\n }\r\n );\r\n }\r\n\r\n private _initWithMesh(submeshIndex: number, callback: Function, optimizeMesh?: boolean) {\r\n this._vertices = [];\r\n this._triangles = [];\r\n\r\n const positionData = this._mesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const indices = this._mesh.getIndices();\r\n const submesh = this._mesh.subMeshes[submeshIndex];\r\n\r\n const findInVertices = (positionToSearch: Vector3) => {\r\n if (optimizeMesh) {\r\n for (let ii = 0; ii < this._vertices.length; ++ii) {\r\n if (this._vertices[ii].position.equalsWithEpsilon(positionToSearch, 0.0001)) {\r\n return this._vertices[ii];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n\r\n const vertexReferences: Array<number> = [];\r\n\r\n const vertexInit = (i: number) => {\r\n if (!positionData) {\r\n return;\r\n }\r\n\r\n const offset = i + submesh.verticesStart;\r\n const position = Vector3.FromArray(positionData, offset * 3);\r\n\r\n const vertex = findInVertices(position) || new DecimationVertex(position, this._vertices.length);\r\n vertex.originalOffsets.push(offset);\r\n if (vertex.id === this._vertices.length) {\r\n this._vertices.push(vertex);\r\n }\r\n vertexReferences.push(vertex.id);\r\n };\r\n //var totalVertices = mesh.getTotalVertices();\r\n const totalVertices = submesh.verticesCount;\r\n AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, () => {\r\n const indicesInit = (i: number) => {\r\n if (!indices) {\r\n return;\r\n }\r\n\r\n const offset = submesh.indexStart / 3 + i;\r\n const pos = offset * 3;\r\n const i0 = indices[pos + 0];\r\n const i1 = indices[pos + 1];\r\n const i2 = indices[pos + 2];\r\n const v0: DecimationVertex = this._vertices[vertexReferences[i0 - submesh.verticesStart]];\r\n const v1: DecimationVertex = this._vertices[vertexReferences[i1 - submesh.verticesStart]];\r\n const v2: DecimationVertex = this._vertices[vertexReferences[i2 - submesh.verticesStart]];\r\n const triangle = new DecimationTriangle([v0, v1, v2]);\r\n triangle.originalOffset = pos;\r\n this._triangles.push(triangle);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, this.syncIterations, indicesInit, () => {\r\n this._init(callback);\r\n });\r\n });\r\n }\r\n\r\n private _init(callback: Function) {\r\n const triangleInit1 = (i: number) => {\r\n const t = this._triangles[i];\r\n t.normal = Vector3.Cross(t._vertices[1].position.subtract(t._vertices[0].position), t._vertices[2].position.subtract(t._vertices[0].position)).normalize();\r\n for (let j = 0; j < 3; j++) {\r\n t._vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -Vector3.Dot(t.normal, t._vertices[0].position)));\r\n }\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit1, () => {\r\n const triangleInit2 = (i: number) => {\r\n const t = this._triangles[i];\r\n for (let j = 0; j < 3; ++j) {\r\n t.error[j] = this._calculateError(t._vertices[j], t._vertices[(j + 1) % 3]);\r\n }\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n };\r\n AsyncLoop.SyncAsyncForLoop(this._triangles.length, this.syncIterations, triangleInit2, () => {\r\n callback();\r\n });\r\n });\r\n }\r\n\r\n private _reconstructMesh(submeshIndex: number) {\r\n const newTriangles: Array<DecimationTriangle> = [];\r\n let i: number;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n t._vertices[j].triangleCount = 1;\r\n }\r\n newTriangles.push(t);\r\n }\r\n }\r\n\r\n const newPositionData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.PositionKind) || []);\r\n const newNormalData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.NormalKind) || []);\r\n const newUVsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.UVKind) || []);\r\n const newColorsData = <number[]>(this._reconstructedMesh.getVerticesData(VertexBuffer.ColorKind) || []);\r\n\r\n const normalData = this._mesh.getVerticesData(VertexBuffer.NormalKind);\r\n const uvs = this._mesh.getVerticesData(VertexBuffer.UVKind);\r\n const colorsData = this._mesh.getVerticesData(VertexBuffer.ColorKind);\r\n\r\n let vertexCount = 0;\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n const vertex = this._vertices[i];\r\n vertex.id = vertexCount;\r\n if (vertex.triangleCount) {\r\n for (const originalOffset of vertex.originalOffsets) {\r\n newPositionData.push(vertex.position.x);\r\n newPositionData.push(vertex.position.y);\r\n newPositionData.push(vertex.position.z);\r\n\r\n if (normalData && normalData.length) {\r\n newNormalData.push(normalData[originalOffset * 3]);\r\n newNormalData.push(normalData[originalOffset * 3 + 1]);\r\n newNormalData.push(normalData[originalOffset * 3 + 2]);\r\n }\r\n if (uvs && uvs.length) {\r\n newUVsData.push(uvs[originalOffset * 2]);\r\n newUVsData.push(uvs[originalOffset * 2 + 1]);\r\n }\r\n if (colorsData && colorsData.length) {\r\n newColorsData.push(colorsData[originalOffset * 4]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 1]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 2]);\r\n newColorsData.push(colorsData[originalOffset * 4 + 3]);\r\n }\r\n ++vertexCount;\r\n }\r\n }\r\n }\r\n\r\n const startingIndex = this._reconstructedMesh.getTotalIndices();\r\n const startingVertex = this._reconstructedMesh.getTotalVertices();\r\n\r\n const submeshesArray = this._reconstructedMesh.subMeshes;\r\n this._reconstructedMesh.subMeshes = [];\r\n\r\n const newIndicesArray: number[] = <number[]>this._reconstructedMesh.getIndices(); //[];\r\n const originalIndices = <IndicesArray>this._mesh.getIndices();\r\n for (i = 0; i < newTriangles.length; ++i) {\r\n t = newTriangles[i]; //now get the new referencing point for each vertex\r\n for (let idx = 0; idx < 3; ++idx) {\r\n const id = originalIndices[t.originalOffset + idx];\r\n let offset = t._vertices[idx].originalOffsets.indexOf(id);\r\n if (offset < 0) {\r\n offset = 0;\r\n }\r\n newIndicesArray.push(t._vertices[idx].id + offset + startingVertex);\r\n }\r\n }\r\n\r\n //overwriting the old vertex buffers and indices.\r\n\r\n this._reconstructedMesh.setIndices(newIndicesArray);\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.PositionKind, newPositionData);\r\n if (newNormalData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.NormalKind, newNormalData);\r\n }\r\n if (newUVsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.UVKind, newUVsData);\r\n }\r\n if (newColorsData.length > 0) {\r\n this._reconstructedMesh.setVerticesData(VertexBuffer.ColorKind, newColorsData);\r\n }\r\n\r\n //create submesh\r\n const originalSubmesh = this._mesh.subMeshes[submeshIndex];\r\n if (submeshIndex > 0) {\r\n this._reconstructedMesh.subMeshes = [];\r\n for (const submesh of submeshesArray) {\r\n SubMesh.AddToMesh(\r\n submesh.materialIndex,\r\n submesh.verticesStart,\r\n submesh.verticesCount,\r\n /* 0, newPositionData.length/3, */ submesh.indexStart,\r\n submesh.indexCount,\r\n submesh.getMesh()\r\n );\r\n }\r\n SubMesh.AddToMesh(\r\n originalSubmesh.materialIndex,\r\n startingVertex,\r\n vertexCount,\r\n /* 0, newPositionData.length / 3, */ startingIndex,\r\n newTriangles.length * 3,\r\n this._reconstructedMesh\r\n );\r\n }\r\n }\r\n\r\n private _initDecimatedMesh() {\r\n this._reconstructedMesh = new Mesh(this._mesh.name + \"Decimated\", this._mesh.getScene());\r\n this._reconstructedMesh.material = this._mesh.material;\r\n this._reconstructedMesh.parent = this._mesh.parent;\r\n this._reconstructedMesh.isVisible = false;\r\n this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;\r\n }\r\n\r\n private _isFlipped(vertex1: DecimationVertex, vertex2: DecimationVertex, point: Vector3, deletedArray: Array<boolean>, delTr: Array<DecimationTriangle>): boolean {\r\n for (let i = 0; i < vertex1.triangleCount; ++i) {\r\n const t = this._triangles[this._references[vertex1.triangleStart + i].triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n\r\n const s = this._references[vertex1.triangleStart + i].vertexId;\r\n\r\n const v1 = t._vertices[(s + 1) % 3];\r\n const v2 = t._vertices[(s + 2) % 3];\r\n\r\n if (v1 === vertex2 || v2 === vertex2) {\r\n deletedArray[i] = true;\r\n delTr.push(t);\r\n continue;\r\n }\r\n\r\n let d1 = v1.position.subtract(point);\r\n d1 = d1.normalize();\r\n let d2 = v2.position.subtract(point);\r\n d2 = d2.normalize();\r\n if (Math.abs(Vector3.Dot(d1, d2)) > 0.999) {\r\n return true;\r\n }\r\n const normal = Vector3.Cross(d1, d2).normalize();\r\n deletedArray[i] = false;\r\n if (Vector3.Dot(normal, t.normal) < 0.2) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _updateTriangles(origVertex: DecimationVertex, vertex: DecimationVertex, deletedArray: Array<boolean>, deletedTriangles: number): number {\r\n let newDeleted = deletedTriangles;\r\n for (let i = 0; i < vertex.triangleCount; ++i) {\r\n const ref = this._references[vertex.triangleStart + i];\r\n const t = this._triangles[ref.triangleId];\r\n if (t.deleted) {\r\n continue;\r\n }\r\n if (deletedArray[i] && t.deletePending) {\r\n t.deleted = true;\r\n newDeleted++;\r\n continue;\r\n }\r\n t._vertices[ref.vertexId] = origVertex;\r\n t.isDirty = true;\r\n t.error[0] = this._calculateError(t._vertices[0], t._vertices[1]) + t.borderFactor / 2;\r\n t.error[1] = this._calculateError(t._vertices[1], t._vertices[2]) + t.borderFactor / 2;\r\n t.error[2] = this._calculateError(t._vertices[2], t._vertices[0]) + t.borderFactor / 2;\r\n t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);\r\n this._references.push(ref);\r\n }\r\n return newDeleted;\r\n }\r\n\r\n private _identifyBorder() {\r\n for (let i = 0; i < this._vertices.length; ++i) {\r\n const vCount: Array<number> = [];\r\n const vId: Array<number> = [];\r\n const v = this._vertices[i];\r\n let j: number;\r\n for (j = 0; j < v.triangleCount; ++j) {\r\n const triangle = this._triangles[this._references[v.triangleStart + j].triangleId];\r\n for (let ii = 0; ii < 3; ii++) {\r\n let ofs = 0;\r\n const vv = triangle._vertices[ii];\r\n while (ofs < vCount.length) {\r\n if (vId[ofs] === vv.id) {\r\n break;\r\n }\r\n ++ofs;\r\n }\r\n if (ofs === vCount.length) {\r\n vCount.push(1);\r\n vId.push(vv.id);\r\n } else {\r\n vCount[ofs]++;\r\n }\r\n }\r\n }\r\n\r\n for (j = 0; j < vCount.length; ++j) {\r\n if (vCount[j] === 1) {\r\n this._vertices[vId[j]].isBorder = true;\r\n } else {\r\n this._vertices[vId[j]].isBorder = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _updateMesh(identifyBorders: boolean = false) {\r\n let i: number;\r\n if (!identifyBorders) {\r\n const newTrianglesVector: Array<DecimationTriangle> = [];\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n if (!this._triangles[i].deleted) {\r\n newTrianglesVector.push(this._triangles[i]);\r\n }\r\n }\r\n this._triangles = newTrianglesVector;\r\n }\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleCount = 0;\r\n this._vertices[i].triangleStart = 0;\r\n }\r\n let t: DecimationTriangle;\r\n let j: number;\r\n let v: DecimationVertex;\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n v.triangleCount++;\r\n }\r\n }\r\n\r\n let tStart = 0;\r\n\r\n for (i = 0; i < this._vertices.length; ++i) {\r\n this._vertices[i].triangleStart = tStart;\r\n tStart += this._vertices[i].triangleCount;\r\n this._vertices[i].triangleCount = 0;\r\n }\r\n\r\n const newReferences: Array<Reference> = new Array(this._triangles.length * 3);\r\n for (i = 0; i < this._triangles.length; ++i) {\r\n t = this._triangles[i];\r\n for (j = 0; j < 3; ++j) {\r\n v = t._vertices[j];\r\n newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);\r\n v.triangleCount++;\r\n }\r\n }\r\n this._references = newReferences;\r\n\r\n if (identifyBorders) {\r\n this._identifyBorder();\r\n }\r\n }\r\n\r\n private _vertexError(q: QuadraticMatrix, point: Vector3): number {\r\n const x = point.x;\r\n const y = point.y;\r\n const z = point.z;\r\n return (\r\n q.data[0] * x * x +\r\n 2 * q.data[1] * x * y +\r\n 2 * q.data[2] * x * z +\r\n 2 * q.data[3] * x +\r\n q.data[4] * y * y +\r\n 2 * q.data[5] * y * z +\r\n 2 * q.data[6] * y +\r\n q.data[7] * z * z +\r\n 2 * q.data[8] * z +\r\n q.data[9]\r\n );\r\n }\r\n\r\n private _calculateError(vertex1: DecimationVertex, vertex2: DecimationVertex, pointResult?: Vector3): number {\r\n const q = vertex1.q.add(vertex2.q);\r\n const border = vertex1.isBorder && vertex2.isBorder;\r\n let error: number = 0;\r\n const qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);\r\n\r\n if (qDet !== 0 && !border) {\r\n if (!pointResult) {\r\n pointResult = Vector3.Zero();\r\n }\r\n pointResult.x = (-1 / qDet) * q.det(1, 2, 3, 4, 5, 6, 5, 7, 8);\r\n pointResult.y = (1 / qDet) * q.det(0, 2, 3, 1, 5, 6, 2, 7, 8);\r\n pointResult.z = (-1 / qDet) * q.det(0, 1, 3, 1, 4, 6, 2, 5, 8);\r\n error = this._vertexError(q, pointResult);\r\n } else {\r\n const p3 = vertex1.position.add(vertex2.position).divide(new Vector3(2, 2, 2));\r\n //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();\r\n const error1 = this._vertexError(q, vertex1.position);\r\n const error2 = this._vertexError(q, vertex2.position);\r\n const error3 = this._vertexError(q, p3);\r\n error = Math.min(error1, error2, error3);\r\n if (error === error1) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex1.position);\r\n }\r\n } else if (error === error2) {\r\n if (pointResult) {\r\n pointResult.copyFrom(vertex2.position);\r\n }\r\n } else {\r\n if (pointResult) {\r\n pointResult.copyFrom(p3);\r\n }\r\n }\r\n }\r\n return error;\r\n }\r\n}\r\n"]}
|
package/Meshes/meshUtils.js
CHANGED
|
@@ -201,9 +201,12 @@ export function RemoveUnreferencedVerticesData(meshes) {
|
|
|
201
201
|
const uvIndexToKind = [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind];
|
|
202
202
|
for (const mesh of meshes) {
|
|
203
203
|
const unreferencedUVSets = new Set(uvIndexToKind);
|
|
204
|
-
mesh.material?.getActiveTextures()
|
|
205
|
-
|
|
206
|
-
|
|
204
|
+
const textures = mesh.material?.getActiveTextures();
|
|
205
|
+
if (textures) {
|
|
206
|
+
for (const texture of textures) {
|
|
207
|
+
unreferencedUVSets.delete(uvIndexToKind[texture.coordinatesIndex]);
|
|
208
|
+
}
|
|
209
|
+
}
|
|
207
210
|
unreferencedUVSets.forEach((unreferencedUVSet) => {
|
|
208
211
|
if (mesh.isVerticesDataPresent(unreferencedUVSet)) {
|
|
209
212
|
mesh.removeVerticesData(unreferencedUVSet);
|
package/Meshes/meshUtils.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { AnimationGroup } from \"../Animations/animationGroup\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { Mesh } from \"./mesh\";\r\n\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\n\r\nfunction getExtentCorners(extent: { minimum: Vector3; maximum: Vector3 }): Array<Vector3> {\r\n const minX = extent.minimum.x;\r\n const minY = extent.minimum.y;\r\n const minZ = extent.minimum.z;\r\n const maxX = extent.maximum.x;\r\n const maxY = extent.maximum.y;\r\n const maxZ = extent.maximum.z;\r\n return [\r\n new Vector3(minX, minY, minZ),\r\n new Vector3(maxX, maxY, maxZ),\r\n new Vector3(maxX, minY, minZ),\r\n new Vector3(minX, maxY, minZ),\r\n new Vector3(minX, minY, maxZ),\r\n new Vector3(maxX, maxY, minZ),\r\n new Vector3(minX, maxY, maxZ),\r\n new Vector3(maxX, minY, maxZ),\r\n ];\r\n}\r\n\r\n/**\r\n * Computes the maximum extents of the given meshes considering animation, skeleton, and morph targets.\r\n * @param meshes The array of meshes to compute\r\n * @param animationGroup An optional animation group to animate (must be started to take effect)\r\n * @param animationStep An optional value indicating the number of seconds to step while looping through the given animation group\r\n * @returns An array of world space extents corresponding to the given meshes\r\n */\r\nexport function computeMaxExtents(\r\n meshes: Array<AbstractMesh>,\r\n animationGroup: Nullable<AnimationGroup> = null,\r\n animationStep = 1 / 6\r\n): Array<{ minimum: Vector3; maximum: Vector3 }> {\r\n // Local vector to avoid allocations.\r\n const position = TmpVectors.Vector3[0];\r\n\r\n const meshExtents = new Map<number, { minimum: Vector3; maximum: Vector3 }>();\r\n const skinnedMeshExtents = new Map<number, Map<number, { minimum: Vector3; maximum: Vector3 }>>();\r\n\r\n // Compute the non-skinned and skinned mesh extents.\r\n const maxLength = meshes.reduce((previous, current) => Math.max(previous, current.getTotalVertices()), 0);\r\n const minPositions = Array.from({ length: maxLength }, () => new Vector3());\r\n const maxPositions = Array.from({ length: maxLength }, () => new Vector3());\r\n for (const mesh of meshes) {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n continue;\r\n }\r\n\r\n // Initialize min/max positions with the original positions.\r\n const numVertices = mesh.getTotalVertices();\r\n minPositions.length = Math.max(minPositions.length, numVertices);\r\n maxPositions.length = Math.max(minPositions.length, numVertices);\r\n for (let i = 0, j = 0; i < numVertices; i++, j += 3) {\r\n position.set(positions[j], positions[j + 1], positions[j + 2]);\r\n minPositions[i].copyFrom(position);\r\n maxPositions[i].copyFrom(position);\r\n }\r\n\r\n // Apply morph targets to the min/max positions.\r\n const morphTargetManager = mesh.morphTargetManager;\r\n if (morphTargetManager) {\r\n for (let targetIndex = 0; targetIndex < morphTargetManager.numTargets; ++targetIndex) {\r\n const target = morphTargetManager.getTarget(targetIndex);\r\n const positions = target.getPositions();\r\n if (positions) {\r\n for (let i = 0, j = 0; i < numVertices; i++, j += 3) {\r\n position.set(positions[j], positions[j + 1], positions[j + 2]);\r\n minPositions[i].minimizeInPlace(position);\r\n maxPositions[i].maximizeInPlace(position);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Compute extent per mesh.\r\n const skeleton = mesh.skeleton;\r\n const weights = skeleton ? mesh.getVerticesData(VertexBuffer.MatricesWeightsKind) : null;\r\n const indices = skeleton ? mesh.getVerticesData(VertexBuffer.MatricesIndicesKind) : null;\r\n if (weights && indices) {\r\n // Compute extent per bone for skinned meshes.\r\n const needsExtra = mesh.numBoneInfluencers > 4;\r\n const weightsExtra = needsExtra ? mesh.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n const indicesExtra = needsExtra ? mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n\r\n const perBoneExtents = skinnedMeshExtents.get(mesh.uniqueId) || new Map<number, { minimum: Vector3; maximum: Vector3 }>();\r\n skinnedMeshExtents.set(mesh.uniqueId, perBoneExtents);\r\n\r\n const updateExtents = (i: number, j: number, weights: FloatArray, indices: FloatArray): void => {\r\n for (let k = j; k < j + 4; k++) {\r\n if (weights[k] > 0) {\r\n const boneIndex = indices[k];\r\n\r\n const extent = perBoneExtents.get(boneIndex);\r\n if (extent) {\r\n extent.minimum.minimizeInPlace(minPositions[i]);\r\n extent.maximum.maximizeInPlace(maxPositions[i]);\r\n } else {\r\n perBoneExtents.set(boneIndex, {\r\n minimum: minPositions[i].clone(),\r\n maximum: maxPositions[i].clone(),\r\n });\r\n }\r\n }\r\n }\r\n };\r\n\r\n for (let i = 0, j = 0; i < numVertices; i++, j += 4) {\r\n updateExtents(i, j, weights, indices);\r\n\r\n if (weightsExtra && indicesExtra) {\r\n updateExtents(i, j, weightsExtra, indicesExtra);\r\n }\r\n }\r\n } else {\r\n // Compute extent for the whole mesh for non-skinned meshes.\r\n const extent = meshExtents.get(mesh.uniqueId) || {\r\n minimum: new Vector3().setAll(Number.POSITIVE_INFINITY),\r\n maximum: new Vector3().setAll(Number.NEGATIVE_INFINITY),\r\n };\r\n meshExtents.set(mesh.uniqueId, extent);\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n extent.minimum.minimizeInPlace(minPositions[i]);\r\n extent.maximum.maximizeInPlace(maxPositions[i]);\r\n }\r\n }\r\n }\r\n\r\n // Create the 8 corners of each non-skinned and skinned extent.\r\n const meshCorners = new Map<number, Array<Vector3>>();\r\n const skinnedMeshCorners = new Map<number, Map<number, Array<Vector3>>>();\r\n for (const mesh of meshes) {\r\n const extent = meshExtents.get(mesh.uniqueId);\r\n if (extent) {\r\n meshCorners.set(mesh.uniqueId, getExtentCorners(extent));\r\n } else {\r\n const perBoneExtents = skinnedMeshExtents.get(mesh.uniqueId);\r\n if (perBoneExtents) {\r\n const bones = mesh.skeleton!.bones;\r\n\r\n const perBoneCorners = new Map<number, Array<Vector3>>();\r\n skinnedMeshCorners.set(mesh.uniqueId, perBoneCorners);\r\n\r\n perBoneExtents.forEach((extent, boneIndex) => {\r\n const corners = getExtentCorners(extent);\r\n\r\n // Transform the coordinates of the corners for skinned meshes to bone space.\r\n const inverseBindMatrix = bones[boneIndex].getAbsoluteInverseBindMatrix();\r\n for (const corner of corners) {\r\n Vector3.TransformCoordinatesToRef(corner, inverseBindMatrix, corner);\r\n }\r\n\r\n perBoneCorners.set(boneIndex, corners);\r\n });\r\n }\r\n }\r\n }\r\n\r\n const maxExtents = Array.from({ length: meshes.length }, () => ({\r\n minimum: new Vector3().setAll(Number.POSITIVE_INFINITY),\r\n maximum: new Vector3().setAll(Number.NEGATIVE_INFINITY),\r\n }));\r\n\r\n const updateMaxExtents = (): void => {\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n continue;\r\n }\r\n\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton) {\r\n skeleton.prepare(true);\r\n\r\n const bones = skeleton.bones;\r\n const perBoneCorners = skinnedMeshCorners.get(mesh.uniqueId)!;\r\n perBoneCorners.forEach((corners, boneIndex) => {\r\n // Transform the per-bone corners into world space and update the max extent for each corner.\r\n for (const corner of corners) {\r\n const matrix = bones[boneIndex].getFinalMatrix().multiplyToRef(worldMatrix, TmpVectors.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(corner, matrix, position);\r\n maxExtents[i].minimum.minimizeInPlace(position);\r\n maxExtents[i].maximum.maximizeInPlace(position);\r\n }\r\n });\r\n } else {\r\n // Transform the corners into world space and update the max extent for each corner.\r\n for (const corner of meshCorners.get(mesh.uniqueId)!) {\r\n Vector3.TransformCoordinatesToRef(corner, worldMatrix, position);\r\n maxExtents[i].minimum.minimizeInPlace(position);\r\n maxExtents[i].maximum.maximizeInPlace(position);\r\n }\r\n }\r\n }\r\n };\r\n\r\n if (animationGroup && animationGroup.isStarted) {\r\n const currentFrame = animationGroup.getCurrentFrame();\r\n const step = animationStep / animationGroup.getLength(0, 1);\r\n for (let frame = animationGroup.from; frame <= animationGroup.to; frame += step) {\r\n animationGroup.goToFrame(frame);\r\n updateMaxExtents();\r\n }\r\n animationGroup.goToFrame(currentFrame);\r\n } else {\r\n updateMaxExtents();\r\n }\r\n\r\n return maxExtents;\r\n}\r\n\r\n/**\r\n * @experimental\r\n * Removes unreferenced vertex data from the given meshes.\r\n * This is useful for cleaning up unused vertex data, such as UV sets, to reduce memory usage and stay under graphics device limits.\r\n * @remarks\r\n * This function currently only removes unreferenced UV sets (UV2, UV3, etc.) from the meshes.\r\n * @param meshes The array of meshes to clean up.\r\n */\r\nexport function RemoveUnreferencedVerticesData(meshes: readonly Mesh[]) {\r\n const uvIndexToKind = [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind] as const;\r\n for (const mesh of meshes) {\r\n const unreferencedUVSets = new Set(uvIndexToKind);\r\n mesh.material?.getActiveTextures().forEach((texture) => {\r\n unreferencedUVSets.delete(uvIndexToKind[texture.coordinatesIndex]);\r\n });\r\n\r\n unreferencedUVSets.forEach((unreferencedUVSet) => {\r\n if (mesh.isVerticesDataPresent(unreferencedUVSet)) {\r\n mesh.removeVerticesData(unreferencedUVSet);\r\n }\r\n });\r\n }\r\n}\r\n"]}
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1
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+
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type { AnimationGroup } from \"../Animations/animationGroup\";\r\nimport type { FloatArray, Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { Mesh } from \"./mesh\";\r\n\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\n\r\nfunction getExtentCorners(extent: { minimum: Vector3; maximum: Vector3 }): Array<Vector3> {\r\n const minX = extent.minimum.x;\r\n const minY = extent.minimum.y;\r\n const minZ = extent.minimum.z;\r\n const maxX = extent.maximum.x;\r\n const maxY = extent.maximum.y;\r\n const maxZ = extent.maximum.z;\r\n return [\r\n new Vector3(minX, minY, minZ),\r\n new Vector3(maxX, maxY, maxZ),\r\n new Vector3(maxX, minY, minZ),\r\n new Vector3(minX, maxY, minZ),\r\n new Vector3(minX, minY, maxZ),\r\n new Vector3(maxX, maxY, minZ),\r\n new Vector3(minX, maxY, maxZ),\r\n new Vector3(maxX, minY, maxZ),\r\n ];\r\n}\r\n\r\n/**\r\n * Computes the maximum extents of the given meshes considering animation, skeleton, and morph targets.\r\n * @param meshes The array of meshes to compute\r\n * @param animationGroup An optional animation group to animate (must be started to take effect)\r\n * @param animationStep An optional value indicating the number of seconds to step while looping through the given animation group\r\n * @returns An array of world space extents corresponding to the given meshes\r\n */\r\nexport function computeMaxExtents(\r\n meshes: Array<AbstractMesh>,\r\n animationGroup: Nullable<AnimationGroup> = null,\r\n animationStep = 1 / 6\r\n): Array<{ minimum: Vector3; maximum: Vector3 }> {\r\n // Local vector to avoid allocations.\r\n const position = TmpVectors.Vector3[0];\r\n\r\n const meshExtents = new Map<number, { minimum: Vector3; maximum: Vector3 }>();\r\n const skinnedMeshExtents = new Map<number, Map<number, { minimum: Vector3; maximum: Vector3 }>>();\r\n\r\n // Compute the non-skinned and skinned mesh extents.\r\n const maxLength = meshes.reduce((previous, current) => Math.max(previous, current.getTotalVertices()), 0);\r\n const minPositions = Array.from({ length: maxLength }, () => new Vector3());\r\n const maxPositions = Array.from({ length: maxLength }, () => new Vector3());\r\n for (const mesh of meshes) {\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n continue;\r\n }\r\n\r\n // Initialize min/max positions with the original positions.\r\n const numVertices = mesh.getTotalVertices();\r\n minPositions.length = Math.max(minPositions.length, numVertices);\r\n maxPositions.length = Math.max(minPositions.length, numVertices);\r\n for (let i = 0, j = 0; i < numVertices; i++, j += 3) {\r\n position.set(positions[j], positions[j + 1], positions[j + 2]);\r\n minPositions[i].copyFrom(position);\r\n maxPositions[i].copyFrom(position);\r\n }\r\n\r\n // Apply morph targets to the min/max positions.\r\n const morphTargetManager = mesh.morphTargetManager;\r\n if (morphTargetManager) {\r\n for (let targetIndex = 0; targetIndex < morphTargetManager.numTargets; ++targetIndex) {\r\n const target = morphTargetManager.getTarget(targetIndex);\r\n const positions = target.getPositions();\r\n if (positions) {\r\n for (let i = 0, j = 0; i < numVertices; i++, j += 3) {\r\n position.set(positions[j], positions[j + 1], positions[j + 2]);\r\n minPositions[i].minimizeInPlace(position);\r\n maxPositions[i].maximizeInPlace(position);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Compute extent per mesh.\r\n const skeleton = mesh.skeleton;\r\n const weights = skeleton ? mesh.getVerticesData(VertexBuffer.MatricesWeightsKind) : null;\r\n const indices = skeleton ? mesh.getVerticesData(VertexBuffer.MatricesIndicesKind) : null;\r\n if (weights && indices) {\r\n // Compute extent per bone for skinned meshes.\r\n const needsExtra = mesh.numBoneInfluencers > 4;\r\n const weightsExtra = needsExtra ? mesh.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n const indicesExtra = needsExtra ? mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n\r\n const perBoneExtents = skinnedMeshExtents.get(mesh.uniqueId) || new Map<number, { minimum: Vector3; maximum: Vector3 }>();\r\n skinnedMeshExtents.set(mesh.uniqueId, perBoneExtents);\r\n\r\n const updateExtents = (i: number, j: number, weights: FloatArray, indices: FloatArray): void => {\r\n for (let k = j; k < j + 4; k++) {\r\n if (weights[k] > 0) {\r\n const boneIndex = indices[k];\r\n\r\n const extent = perBoneExtents.get(boneIndex);\r\n if (extent) {\r\n extent.minimum.minimizeInPlace(minPositions[i]);\r\n extent.maximum.maximizeInPlace(maxPositions[i]);\r\n } else {\r\n perBoneExtents.set(boneIndex, {\r\n minimum: minPositions[i].clone(),\r\n maximum: maxPositions[i].clone(),\r\n });\r\n }\r\n }\r\n }\r\n };\r\n\r\n for (let i = 0, j = 0; i < numVertices; i++, j += 4) {\r\n updateExtents(i, j, weights, indices);\r\n\r\n if (weightsExtra && indicesExtra) {\r\n updateExtents(i, j, weightsExtra, indicesExtra);\r\n }\r\n }\r\n } else {\r\n // Compute extent for the whole mesh for non-skinned meshes.\r\n const extent = meshExtents.get(mesh.uniqueId) || {\r\n minimum: new Vector3().setAll(Number.POSITIVE_INFINITY),\r\n maximum: new Vector3().setAll(Number.NEGATIVE_INFINITY),\r\n };\r\n meshExtents.set(mesh.uniqueId, extent);\r\n\r\n for (let i = 0; i < numVertices; i++) {\r\n extent.minimum.minimizeInPlace(minPositions[i]);\r\n extent.maximum.maximizeInPlace(maxPositions[i]);\r\n }\r\n }\r\n }\r\n\r\n // Create the 8 corners of each non-skinned and skinned extent.\r\n const meshCorners = new Map<number, Array<Vector3>>();\r\n const skinnedMeshCorners = new Map<number, Map<number, Array<Vector3>>>();\r\n for (const mesh of meshes) {\r\n const extent = meshExtents.get(mesh.uniqueId);\r\n if (extent) {\r\n meshCorners.set(mesh.uniqueId, getExtentCorners(extent));\r\n } else {\r\n const perBoneExtents = skinnedMeshExtents.get(mesh.uniqueId);\r\n if (perBoneExtents) {\r\n const bones = mesh.skeleton!.bones;\r\n\r\n const perBoneCorners = new Map<number, Array<Vector3>>();\r\n skinnedMeshCorners.set(mesh.uniqueId, perBoneCorners);\r\n\r\n perBoneExtents.forEach((extent, boneIndex) => {\r\n const corners = getExtentCorners(extent);\r\n\r\n // Transform the coordinates of the corners for skinned meshes to bone space.\r\n const inverseBindMatrix = bones[boneIndex].getAbsoluteInverseBindMatrix();\r\n for (const corner of corners) {\r\n Vector3.TransformCoordinatesToRef(corner, inverseBindMatrix, corner);\r\n }\r\n\r\n perBoneCorners.set(boneIndex, corners);\r\n });\r\n }\r\n }\r\n }\r\n\r\n const maxExtents = Array.from({ length: meshes.length }, () => ({\r\n minimum: new Vector3().setAll(Number.POSITIVE_INFINITY),\r\n maximum: new Vector3().setAll(Number.NEGATIVE_INFINITY),\r\n }));\r\n\r\n const updateMaxExtents = (): void => {\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n const positions = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n continue;\r\n }\r\n\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton) {\r\n skeleton.prepare(true);\r\n\r\n const bones = skeleton.bones;\r\n const perBoneCorners = skinnedMeshCorners.get(mesh.uniqueId)!;\r\n perBoneCorners.forEach((corners, boneIndex) => {\r\n // Transform the per-bone corners into world space and update the max extent for each corner.\r\n for (const corner of corners) {\r\n const matrix = bones[boneIndex].getFinalMatrix().multiplyToRef(worldMatrix, TmpVectors.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(corner, matrix, position);\r\n maxExtents[i].minimum.minimizeInPlace(position);\r\n maxExtents[i].maximum.maximizeInPlace(position);\r\n }\r\n });\r\n } else {\r\n // Transform the corners into world space and update the max extent for each corner.\r\n for (const corner of meshCorners.get(mesh.uniqueId)!) {\r\n Vector3.TransformCoordinatesToRef(corner, worldMatrix, position);\r\n maxExtents[i].minimum.minimizeInPlace(position);\r\n maxExtents[i].maximum.maximizeInPlace(position);\r\n }\r\n }\r\n }\r\n };\r\n\r\n if (animationGroup && animationGroup.isStarted) {\r\n const currentFrame = animationGroup.getCurrentFrame();\r\n const step = animationStep / animationGroup.getLength(0, 1);\r\n for (let frame = animationGroup.from; frame <= animationGroup.to; frame += step) {\r\n animationGroup.goToFrame(frame);\r\n updateMaxExtents();\r\n }\r\n animationGroup.goToFrame(currentFrame);\r\n } else {\r\n updateMaxExtents();\r\n }\r\n\r\n return maxExtents;\r\n}\r\n\r\n/**\r\n * @experimental\r\n * Removes unreferenced vertex data from the given meshes.\r\n * This is useful for cleaning up unused vertex data, such as UV sets, to reduce memory usage and stay under graphics device limits.\r\n * @remarks\r\n * This function currently only removes unreferenced UV sets (UV2, UV3, etc.) from the meshes.\r\n * @param meshes The array of meshes to clean up.\r\n */\r\nexport function RemoveUnreferencedVerticesData(meshes: readonly Mesh[]) {\r\n const uvIndexToKind = [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind] as const;\r\n for (const mesh of meshes) {\r\n const unreferencedUVSets = new Set(uvIndexToKind);\r\n const textures = mesh.material?.getActiveTextures();\r\n if (textures) {\r\n for (const texture of textures) {\r\n unreferencedUVSets.delete(uvIndexToKind[texture.coordinatesIndex]);\r\n }\r\n }\r\n\r\n unreferencedUVSets.forEach((unreferencedUVSet) => {\r\n if (mesh.isVerticesDataPresent(unreferencedUVSet)) {\r\n mesh.removeVerticesData(unreferencedUVSet);\r\n }\r\n });\r\n }\r\n}\r\n"]}
|
package/Meshes/polygonMesh.js
CHANGED
|
@@ -26,17 +26,17 @@ class PolygonPoints {
|
|
|
26
26
|
}
|
|
27
27
|
add(originalPoints) {
|
|
28
28
|
const result = [];
|
|
29
|
-
|
|
29
|
+
for (const point of originalPoints) {
|
|
30
30
|
const newPoint = new IndexedVector2(point, this.elements.length);
|
|
31
31
|
result.push(newPoint);
|
|
32
32
|
this.elements.push(newPoint);
|
|
33
|
-
}
|
|
33
|
+
}
|
|
34
34
|
return result;
|
|
35
35
|
}
|
|
36
36
|
computeBounds() {
|
|
37
37
|
const lmin = new Vector2(this.elements[0].x, this.elements[0].y);
|
|
38
38
|
const lmax = new Vector2(this.elements[0].x, this.elements[0].y);
|
|
39
|
-
this.elements
|
|
39
|
+
for (const point of this.elements) {
|
|
40
40
|
// x
|
|
41
41
|
if (point.x < lmin.x) {
|
|
42
42
|
lmin.x = point.x;
|
|
@@ -51,7 +51,7 @@ class PolygonPoints {
|
|
|
51
51
|
else if (point.y > lmax.y) {
|
|
52
52
|
lmax.y = point.y;
|
|
53
53
|
}
|
|
54
|
-
}
|
|
54
|
+
}
|
|
55
55
|
return {
|
|
56
56
|
min: lmin,
|
|
57
57
|
max: lmax,
|
|
@@ -203,11 +203,11 @@ export class PolygonMeshBuilder {
|
|
|
203
203
|
const positions = [];
|
|
204
204
|
const uvs = [];
|
|
205
205
|
const bounds = this._points.computeBounds();
|
|
206
|
-
this._points.elements
|
|
206
|
+
for (const p of this._points.elements) {
|
|
207
207
|
normals.push(0, 1.0, 0);
|
|
208
208
|
positions.push(p.x, 0, p.y);
|
|
209
209
|
uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
|
|
210
|
-
}
|
|
210
|
+
}
|
|
211
211
|
const indices = [];
|
|
212
212
|
const res = this.bjsEarcut(this._epoints, this._eholes, 2);
|
|
213
213
|
for (let i = 0; i < res.length; i++) {
|
|
@@ -215,12 +215,12 @@ export class PolygonMeshBuilder {
|
|
|
215
215
|
}
|
|
216
216
|
if (depth > 0) {
|
|
217
217
|
const positionscount = positions.length / 3; //get the current pointcount
|
|
218
|
-
this._points.elements
|
|
218
|
+
for (const p of this._points.elements) {
|
|
219
219
|
//add the elements at the depth
|
|
220
220
|
normals.push(0, -1.0, 0);
|
|
221
221
|
positions.push(p.x, -depth, p.y);
|
|
222
222
|
uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
|
|
223
|
-
}
|
|
223
|
+
}
|
|
224
224
|
const totalCount = indices.length;
|
|
225
225
|
for (let i = 0; i < totalCount; i += 3) {
|
|
226
226
|
const i0 = indices[i + 0];
|
|
@@ -232,9 +232,9 @@ export class PolygonMeshBuilder {
|
|
|
232
232
|
}
|
|
233
233
|
//Add the sides
|
|
234
234
|
this._addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false, smoothingThreshold);
|
|
235
|
-
this._holes
|
|
235
|
+
for (const hole of this._holes) {
|
|
236
236
|
this._addSide(positions, normals, uvs, indices, bounds, hole, depth, true, smoothingThreshold);
|
|
237
|
-
}
|
|
237
|
+
}
|
|
238
238
|
}
|
|
239
239
|
result.indices = indices;
|
|
240
240
|
result.positions = positions;
|