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							- ( function () {
 
- 	/**
 
-  *	Simplification Geometry Modifier
 
-  *    - based on code and technique
 
-  *	  - by Stan Melax in 1998
 
-  *	  - Progressive Mesh type Polygon Reduction Algorithm
 
-  *    - http://www.melax.com/polychop/
 
-  */
 
- 	const _cb = new THREE.Vector3(),
 
- 		_ab = new THREE.Vector3();
 
- 	class SimplifyModifier {
 
- 		constructor() {
 
- 			if ( THREE.BufferGeometryUtils === undefined ) {
 
- 				throw 'THREE.SimplifyModifier relies on THREE.BufferGeometryUtils';
 
- 			}
 
- 		}
 
- 		modify( geometry, count ) {
 
- 			if ( geometry.isGeometry === true ) {
 
- 				console.error( 'THREE.SimplifyModifier no longer supports Geometry. Use THREE.BufferGeometry instead.' );
 
- 				return;
 
- 			}
 
- 			geometry = geometry.clone();
 
- 			const attributes = geometry.attributes; // this modifier can only process indexed and non-indexed geomtries with a position attribute
 
- 			for ( const name in attributes ) {
 
- 				if ( name !== 'position' ) geometry.deleteAttribute( name );
 
- 			}
 
- 			geometry = THREE.BufferGeometryUtils.mergeVertices( geometry ); //
 
- 			// put data of original geometry in different data structures
 
- 			//
 
- 			const vertices = [];
 
- 			const faces = []; // add vertices
 
- 			const positionAttribute = geometry.getAttribute( 'position' );
 
- 			for ( let i = 0; i < positionAttribute.count; i ++ ) {
 
- 				const v = new THREE.Vector3().fromBufferAttribute( positionAttribute, i );
 
- 				const vertex = new Vertex( v );
 
- 				vertices.push( vertex );
 
- 			} // add faces
 
- 			let index = geometry.getIndex();
 
- 			if ( index !== null ) {
 
- 				for ( let i = 0; i < index.count; i += 3 ) {
 
- 					const a = index.getX( i );
 
- 					const b = index.getX( i + 1 );
 
- 					const c = index.getX( i + 2 );
 
- 					const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
 
- 					faces.push( triangle );
 
- 				}
 
- 			} else {
 
- 				for ( let i = 0; i < positionAttribute.count; i += 3 ) {
 
- 					const a = i;
 
- 					const b = i + 1;
 
- 					const c = i + 2;
 
- 					const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
 
- 					faces.push( triangle );
 
- 				}
 
- 			} // compute all edge collapse costs
 
- 			for ( let i = 0, il = vertices.length; i < il; i ++ ) {
 
- 				computeEdgeCostAtVertex( vertices[ i ] );
 
- 			}
 
- 			let nextVertex;
 
- 			let z = count;
 
- 			while ( z -- ) {
 
- 				nextVertex = minimumCostEdge( vertices );
 
- 				if ( ! nextVertex ) {
 
- 					console.log( 'THREE.SimplifyModifier: No next vertex' );
 
- 					break;
 
- 				}
 
- 				collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
 
- 			} //
 
- 			const simplifiedGeometry = new THREE.BufferGeometry();
 
- 			const position = [];
 
- 			index = []; //
 
- 			for ( let i = 0; i < vertices.length; i ++ ) {
 
- 				const vertex = vertices[ i ].position;
 
- 				position.push( vertex.x, vertex.y, vertex.z ); // cache final index to GREATLY speed up faces reconstruction
 
- 				vertices[ i ].id = i;
 
- 			} //
 
- 			for ( let i = 0; i < faces.length; i ++ ) {
 
- 				const face = faces[ i ];
 
- 				index.push( face.v1.id, face.v2.id, face.v3.id );
 
- 			} //
 
- 			simplifiedGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
 
- 			simplifiedGeometry.setIndex( index );
 
- 			return simplifiedGeometry;
 
- 		}
 
- 	}
 
- 	function pushIfUnique( array, object ) {
 
- 		if ( array.indexOf( object ) === - 1 ) array.push( object );
 
- 	}
 
- 	function removeFromArray( array, object ) {
 
- 		var k = array.indexOf( object );
 
- 		if ( k > - 1 ) array.splice( k, 1 );
 
- 	}
 
- 	function computeEdgeCollapseCost( u, v ) {
 
- 		// if we collapse edge uv by moving u to v then how
 
- 		// much different will the model change, i.e. the "error".
 
- 		const edgelength = v.position.distanceTo( u.position );
 
- 		let curvature = 0;
 
- 		const sideFaces = []; // find the "sides" triangles that are on the edge uv
 
- 		for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
 
- 			const face = u.faces[ i ];
 
- 			if ( face.hasVertex( v ) ) {
 
- 				sideFaces.push( face );
 
- 			}
 
- 		} // use the triangle facing most away from the sides
 
- 		// to determine our curvature term
 
- 		for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
 
- 			let minCurvature = 1;
 
- 			const face = u.faces[ i ];
 
- 			for ( let j = 0; j < sideFaces.length; j ++ ) {
 
- 				const sideFace = sideFaces[ j ]; // use dot product of face normals.
 
- 				const dotProd = face.normal.dot( sideFace.normal );
 
- 				minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 );
 
- 			}
 
- 			curvature = Math.max( curvature, minCurvature );
 
- 		} // crude approach in attempt to preserve borders
 
- 		// though it seems not to be totally correct
 
- 		const borders = 0;
 
- 		if ( sideFaces.length < 2 ) {
 
- 			// we add some arbitrary cost for borders,
 
- 			// borders += 10;
 
- 			curvature = 1;
 
- 		}
 
- 		const amt = edgelength * curvature + borders;
 
- 		return amt;
 
- 	}
 
- 	function computeEdgeCostAtVertex( v ) {
 
- 		// compute the edge collapse cost for all edges that start
 
- 		// from vertex v.  Since we are only interested in reducing
 
- 		// the object by selecting the min cost edge at each step, we
 
- 		// only cache the cost of the least cost edge at this vertex
 
- 		// (in member variable collapse) as well as the value of the
 
- 		// cost (in member variable collapseCost).
 
- 		if ( v.neighbors.length === 0 ) {
 
- 			// collapse if no neighbors.
 
- 			v.collapseNeighbor = null;
 
- 			v.collapseCost = - 0.01;
 
- 			return;
 
- 		}
 
- 		v.collapseCost = 100000;
 
- 		v.collapseNeighbor = null; // search all neighboring edges for "least cost" edge
 
- 		for ( let i = 0; i < v.neighbors.length; i ++ ) {
 
- 			const collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
 
- 			if ( ! v.collapseNeighbor ) {
 
- 				v.collapseNeighbor = v.neighbors[ i ];
 
- 				v.collapseCost = collapseCost;
 
- 				v.minCost = collapseCost;
 
- 				v.totalCost = 0;
 
- 				v.costCount = 0;
 
- 			}
 
- 			v.costCount ++;
 
- 			v.totalCost += collapseCost;
 
- 			if ( collapseCost < v.minCost ) {
 
- 				v.collapseNeighbor = v.neighbors[ i ];
 
- 				v.minCost = collapseCost;
 
- 			}
 
- 		} // we average the cost of collapsing at this vertex
 
- 		v.collapseCost = v.totalCost / v.costCount; // v.collapseCost = v.minCost;
 
- 	}
 
- 	function removeVertex( v, vertices ) {
 
- 		console.assert( v.faces.length === 0 );
 
- 		while ( v.neighbors.length ) {
 
- 			const n = v.neighbors.pop();
 
- 			removeFromArray( n.neighbors, v );
 
- 		}
 
- 		removeFromArray( vertices, v );
 
- 	}
 
- 	function removeFace( f, faces ) {
 
- 		removeFromArray( faces, f );
 
- 		if ( f.v1 ) removeFromArray( f.v1.faces, f );
 
- 		if ( f.v2 ) removeFromArray( f.v2.faces, f );
 
- 		if ( f.v3 ) removeFromArray( f.v3.faces, f ); // TODO optimize this!
 
- 		const vs = [ f.v1, f.v2, f.v3 ];
 
- 		for ( let i = 0; i < 3; i ++ ) {
 
- 			const v1 = vs[ i ];
 
- 			const v2 = vs[ ( i + 1 ) % 3 ];
 
- 			if ( ! v1 || ! v2 ) continue;
 
- 			v1.removeIfNonNeighbor( v2 );
 
- 			v2.removeIfNonNeighbor( v1 );
 
- 		}
 
- 	}
 
- 	function collapse( vertices, faces, u, v ) {
 
- 		// u and v are pointers to vertices of an edge
 
- 		// Collapse the edge uv by moving vertex u onto v
 
- 		if ( ! v ) {
 
- 			// u is a vertex all by itself so just delete it..
 
- 			removeVertex( u, vertices );
 
- 			return;
 
- 		}
 
- 		const tmpVertices = [];
 
- 		for ( let i = 0; i < u.neighbors.length; i ++ ) {
 
- 			tmpVertices.push( u.neighbors[ i ] );
 
- 		} // delete triangles on edge uv:
 
- 		for ( let i = u.faces.length - 1; i >= 0; i -- ) {
 
- 			if ( u.faces[ i ].hasVertex( v ) ) {
 
- 				removeFace( u.faces[ i ], faces );
 
- 			}
 
- 		} // update remaining triangles to have v instead of u
 
- 		for ( let i = u.faces.length - 1; i >= 0; i -- ) {
 
- 			u.faces[ i ].replaceVertex( u, v );
 
- 		}
 
- 		removeVertex( u, vertices ); // recompute the edge collapse costs in neighborhood
 
- 		for ( let i = 0; i < tmpVertices.length; i ++ ) {
 
- 			computeEdgeCostAtVertex( tmpVertices[ i ] );
 
- 		}
 
- 	}
 
- 	function minimumCostEdge( vertices ) {
 
- 		// O(n * n) approach. TODO optimize this
 
- 		let least = vertices[ 0 ];
 
- 		for ( let i = 0; i < vertices.length; i ++ ) {
 
- 			if ( vertices[ i ].collapseCost < least.collapseCost ) {
 
- 				least = vertices[ i ];
 
- 			}
 
- 		}
 
- 		return least;
 
- 	} // we use a triangle class to represent structure of face slightly differently
 
- 	class Triangle {
 
- 		constructor( v1, v2, v3, a, b, c ) {
 
- 			this.a = a;
 
- 			this.b = b;
 
- 			this.c = c;
 
- 			this.v1 = v1;
 
- 			this.v2 = v2;
 
- 			this.v3 = v3;
 
- 			this.normal = new THREE.Vector3();
 
- 			this.computeNormal();
 
- 			v1.faces.push( this );
 
- 			v1.addUniqueNeighbor( v2 );
 
- 			v1.addUniqueNeighbor( v3 );
 
- 			v2.faces.push( this );
 
- 			v2.addUniqueNeighbor( v1 );
 
- 			v2.addUniqueNeighbor( v3 );
 
- 			v3.faces.push( this );
 
- 			v3.addUniqueNeighbor( v1 );
 
- 			v3.addUniqueNeighbor( v2 );
 
- 		}
 
- 		computeNormal() {
 
- 			const vA = this.v1.position;
 
- 			const vB = this.v2.position;
 
- 			const vC = this.v3.position;
 
- 			_cb.subVectors( vC, vB );
 
- 			_ab.subVectors( vA, vB );
 
- 			_cb.cross( _ab ).normalize();
 
- 			this.normal.copy( _cb );
 
- 		}
 
- 		hasVertex( v ) {
 
- 			return v === this.v1 || v === this.v2 || v === this.v3;
 
- 		}
 
- 		replaceVertex( oldv, newv ) {
 
- 			if ( oldv === this.v1 ) this.v1 = newv; else if ( oldv === this.v2 ) this.v2 = newv; else if ( oldv === this.v3 ) this.v3 = newv;
 
- 			removeFromArray( oldv.faces, this );
 
- 			newv.faces.push( this );
 
- 			oldv.removeIfNonNeighbor( this.v1 );
 
- 			this.v1.removeIfNonNeighbor( oldv );
 
- 			oldv.removeIfNonNeighbor( this.v2 );
 
- 			this.v2.removeIfNonNeighbor( oldv );
 
- 			oldv.removeIfNonNeighbor( this.v3 );
 
- 			this.v3.removeIfNonNeighbor( oldv );
 
- 			this.v1.addUniqueNeighbor( this.v2 );
 
- 			this.v1.addUniqueNeighbor( this.v3 );
 
- 			this.v2.addUniqueNeighbor( this.v1 );
 
- 			this.v2.addUniqueNeighbor( this.v3 );
 
- 			this.v3.addUniqueNeighbor( this.v1 );
 
- 			this.v3.addUniqueNeighbor( this.v2 );
 
- 			this.computeNormal();
 
- 		}
 
- 	}
 
- 	class Vertex {
 
- 		constructor( v ) {
 
- 			this.position = v;
 
- 			this.id = - 1; // external use position in vertices list (for e.g. face generation)
 
- 			this.faces = []; // faces vertex is connected
 
- 			this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
 
- 			// these will be computed in computeEdgeCostAtVertex()
 
- 			this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
 
- 			this.collapseNeighbor = null; // best candinate for collapsing
 
- 		}
 
- 		addUniqueNeighbor( vertex ) {
 
- 			pushIfUnique( this.neighbors, vertex );
 
- 		}
 
- 		removeIfNonNeighbor( n ) {
 
- 			const neighbors = this.neighbors;
 
- 			const faces = this.faces;
 
- 			const offset = neighbors.indexOf( n );
 
- 			if ( offset === - 1 ) return;
 
- 			for ( let i = 0; i < faces.length; i ++ ) {
 
- 				if ( faces[ i ].hasVertex( n ) ) return;
 
- 			}
 
- 			neighbors.splice( offset, 1 );
 
- 		}
 
- 	}
 
- 	THREE.SimplifyModifier = SimplifyModifier;
 
- } )();
 
 
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