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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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