mirror of
https://github.com/tengge1/ShadowEditor.git
synced 2026-01-25 15:08:11 +00:00
462 lines
9.6 KiB
JavaScript
462 lines
9.6 KiB
JavaScript
/*
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* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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*
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* Simplification Geometry Modifier
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* - based on code and technique
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* - by Stan Melax in 1998
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* - Progressive Mesh type Polygon Reduction Algorithm
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* - http://www.melax.com/polychop/
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*/
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THREE.SimplifyModifier = function() {
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};
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(function() {
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var cb = new THREE.Vector3(), ab = new THREE.Vector3();
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function pushIfUnique( array, object ) {
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if ( array.indexOf( object ) === -1 ) array.push( object );
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}
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function removeFromArray( array, object ) {
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var k = array.indexOf( object );
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if ( k > -1 ) array.splice( k, 1 );
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}
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function computeEdgeCollapseCost( u, v ) {
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// if we collapse edge uv by moving u to v then how
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// much different will the model change, i.e. the "error".
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var edgelength = v.position.distanceTo( u.position );
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var curvature = 0;
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var sideFaces = [];
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var i, uFaces = u.faces, il = u.faces.length, face, sideFace;
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// find the "sides" triangles that are on the edge uv
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for ( i = 0 ; i < il; i ++ ) {
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face = u.faces[ i ];
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if ( face.hasVertex(v) ) {
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sideFaces.push( face );
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}
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}
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// use the triangle facing most away from the sides
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// to determine our curvature term
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for ( i = 0 ; i < il; i ++ ) {
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var minCurvature = 1;
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face = u.faces[ i ];
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for( var j = 0; j < sideFaces.length; j ++ ) {
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sideFace = sideFaces[ j ];
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// use dot product of face normals.
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var dotProd = face.normal.dot( sideFace.normal );
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minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2);
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}
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curvature = Math.max( curvature, minCurvature );
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}
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// crude approach in attempt to preserve borders
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// though it seems not to be totally correct
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var borders = 0;
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if ( sideFaces.length < 2 ) {
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// we add some arbitrary cost for borders,
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// borders += 10;
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curvature = 1;
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}
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var amt = edgelength * curvature + borders;
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return amt;
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}
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function computeEdgeCostAtVertex( v ) {
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// compute the edge collapse cost for all edges that start
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// from vertex v. Since we are only interested in reducing
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// the object by selecting the min cost edge at each step, we
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// only cache the cost of the least cost edge at this vertex
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// (in member variable collapse) as well as the value of the
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// cost (in member variable collapseCost).
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if ( v.neighbors.length === 0 ) {
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// collapse if no neighbors.
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v.collapseNeighbor = null;
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v.collapseCost = - 0.01;
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return;
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}
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v.collapseCost = 100000;
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v.collapseNeighbor = null;
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// search all neighboring edges for "least cost" edge
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for ( var i = 0; i < v.neighbors.length; i ++ ) {
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var collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
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if ( !v.collapseNeighbor ) {
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v.collapseNeighbor = v.neighbors[ i ];
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v.collapseCost = collapseCost;
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v.minCost = collapseCost;
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v.totalCost = 0;
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v.costCount = 0;
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}
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v.costCount ++;
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v.totalCost += collapseCost;
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if ( collapseCost < v.minCost ) {
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v.collapseNeighbor = v.neighbors[ i ];
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v.minCost = collapseCost;
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}
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}
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// we average the cost of collapsing at this vertex
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v.collapseCost = v.totalCost / v.costCount;
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// v.collapseCost = v.minCost;
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}
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function removeVertex( v, vertices ) {
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console.assert( v.faces.length === 0 );
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while ( v.neighbors.length ) {
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var n = v.neighbors.pop();
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removeFromArray( n.neighbors, v );
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}
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removeFromArray( vertices, v );
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}
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function removeFace( f, faces ) {
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removeFromArray( faces, f );
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if ( f.v1 ) removeFromArray( f.v1.faces, f );
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if ( f.v2 ) removeFromArray( f.v2.faces, f );
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if ( f.v3 ) removeFromArray( f.v3.faces, f );
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// TODO optimize this!
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var vs = [ this.v1, this.v2, this.v3 ];
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var v1, v2;
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for( var i = 0 ; i < 3 ; i ++ ) {
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v1 = vs[ i ];
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v2 = vs[( i+1) % 3 ];
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if( !v1 || !v2 ) continue;
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v1.removeIfNonNeighbor( v2 );
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v2.removeIfNonNeighbor( v1 );
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}
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}
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function collapse( vertices, faces, u, v ) { // u and v are pointers to vertices of an edge
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// Collapse the edge uv by moving vertex u onto v
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if ( !v ) {
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// u is a vertex all by itself so just delete it..
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removeVertex( u, vertices );
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return;
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}
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var i;
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var tmpVertices = [];
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for( i = 0 ; i < u.neighbors.length; i ++ ) {
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tmpVertices.push( u.neighbors[ i ] );
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}
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// delete triangles on edge uv:
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for( i = u.faces.length - 1; i >= 0; i -- ) {
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if ( u.faces[ i ].hasVertex( v ) ) {
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removeFace( u.faces[ i ], faces );
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}
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}
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// update remaining triangles to have v instead of u
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for( i = u.faces.length -1 ; i >= 0; i -- ) {
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u.faces[i].replaceVertex( u, v );
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}
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removeVertex( u, vertices );
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// recompute the edge collapse costs in neighborhood
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for( i = 0; i < tmpVertices.length; i ++ ) {
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computeEdgeCostAtVertex( tmpVertices[ i ] );
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}
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}
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function minimumCostEdge( vertices ) {
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// O(n * n) approach. TODO optimize this
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var least = vertices[ 0 ];
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for (var i = 0; i < vertices.length; i ++ ) {
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if ( vertices[ i ].collapseCost < least.collapseCost ) {
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least = vertices[ i ];
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}
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}
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return least;
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}
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// we use a triangle class to represent structure of face slightly differently
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function Triangle( v1, v2, v3, a, b, c ) {
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this.a = a;
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this.b = b;
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this.c = c;
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this.v1 = v1;
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this.v2 = v2;
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this.v3 = v3;
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this.normal = new THREE.Vector3();
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this.computeNormal();
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v1.faces.push( this );
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v1.addUniqueNeighbor( v2 );
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v1.addUniqueNeighbor( v3 );
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v2.faces.push( this );
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v2.addUniqueNeighbor( v1 );
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v2.addUniqueNeighbor( v3 );
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v3.faces.push( this );
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v3.addUniqueNeighbor( v1 );
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v3.addUniqueNeighbor( v2 );
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}
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Triangle.prototype.computeNormal = function() {
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var vA = this.v1.position;
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var vB = this.v2.position;
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var vC = this.v3.position;
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cb.subVectors( vC, vB );
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ab.subVectors( vA, vB );
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cb.cross( ab ).normalize();
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this.normal.copy( cb );
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};
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Triangle.prototype.hasVertex = function( v ) {
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return v === this.v1 || v === this.v2 || v === this.v3;
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};
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Triangle.prototype.replaceVertex = function( oldv, newv ) {
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if ( oldv === this.v1 ) this.v1 = newv;
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else if ( oldv === this.v2 ) this.v2 = newv;
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else if ( oldv === this.v3 ) this.v3 = newv;
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removeFromArray( oldv.faces, this );
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newv.faces.push( this );
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oldv.removeIfNonNeighbor( this.v1 );
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this.v1.removeIfNonNeighbor( oldv );
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oldv.removeIfNonNeighbor( this.v2 );
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this.v2.removeIfNonNeighbor( oldv );
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oldv.removeIfNonNeighbor( this.v3 );
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this.v3.removeIfNonNeighbor( oldv );
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this.v1.addUniqueNeighbor( this.v2 );
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this.v1.addUniqueNeighbor( this.v3 );
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this.v2.addUniqueNeighbor( this.v1 );
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this.v2.addUniqueNeighbor( this.v3 );
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this.v3.addUniqueNeighbor( this.v1 );
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this.v3.addUniqueNeighbor( this.v2 );
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this.computeNormal();
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};
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function Vertex( v, id ) {
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this.position = v;
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this.id = id; // old index id
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this.faces = []; // faces vertex is connected
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this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
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// these will be computed in computeEdgeCostAtVertex()
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this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
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this.collapseNeighbor = null; // best candinate for collapsing
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}
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Vertex.prototype.addUniqueNeighbor = function( vertex ) {
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pushIfUnique(this.neighbors, vertex);
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};
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Vertex.prototype.removeIfNonNeighbor = function( n ) {
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var neighbors = this.neighbors;
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var faces = this.faces;
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var offset = neighbors.indexOf( n );
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if ( offset === -1 ) return;
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for ( var i = 0; i < faces.length; i ++ ) {
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if ( faces[ i ].hasVertex( n ) ) return;
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}
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neighbors.splice( offset, 1 );
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};
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THREE.SimplifyModifier.prototype.modify = function( geometry, count ) {
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if ( geometry instanceof THREE.BufferGeometry && !geometry.vertices && !geometry.faces ) {
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console.log('converting BufferGeometry to Geometry');
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geometry = new THREE.Geometry().fromBufferGeometry( geometry );
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}
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geometry.mergeVertices();
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var oldVertices = geometry.vertices; // Three Position
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var oldFaces = geometry.faces; // Three Face
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var newGeometry = new THREE.Geometry();
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// conversion
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var vertices = new Array( oldVertices.length ); // Simplify Custom Vertex Struct
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var faces = new Array( oldFaces.length ); // Simplify Custom Traignle Struct
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var i, il, face;
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//
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// put data of original geometry in different data structures
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//
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// add vertices
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for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
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vertices[ i ] = new Vertex( oldVertices[ i ], i );
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}
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// add faces
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for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
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face = oldFaces[ i ];
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faces[ i ] = new Triangle( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ], face.a, face.b, face.c );
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}
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// compute all edge collapse costs
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for ( i = 0, il = vertices.length; i < il; i ++ ) {
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computeEdgeCostAtVertex( vertices[ i ] );
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}
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var permutation = new Array( vertices.length );
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var map = new Array( vertices.length );
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var nextVertex;
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var z = count;
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// console.time('z')
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// console.profile('zz');
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while( z-- ) {
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nextVertex = minimumCostEdge( vertices );
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if (!nextVertex) {
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console.log('no next vertex');
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break;
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}
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collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
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}
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// console.profileEnd('zz');
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// console.timeEnd('z')
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// TODO convert to buffer geometry.
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var newGeo = new THREE.Geometry();
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for ( i = 0; i < vertices.length; i ++ ) {
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var v = vertices[ i ];
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newGeo.vertices.push( v.position )
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}
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for ( i = 0; i < faces.length; i ++ ) {
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var tri = faces[ i ];
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newGeo.faces.push( new THREE.Face3(
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vertices.indexOf(tri.v1),
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vertices.indexOf(tri.v2),
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vertices.indexOf(tri.v3)
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) )
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}
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return newGeo;
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};
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})();
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