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							- import {
 
- 	BufferGeometry,
 
- 	Float32BufferAttribute,
 
- 	Vector3
 
- } from 'three';
 
- import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js';
 
- /**
 
-  *	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 Vector3(), _ab = new Vector3();
 
- class SimplifyModifier {
 
- 	modify( geometry, count ) {
 
- 		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 = 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 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 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 Float32BufferAttribute( position, 3 ) );
 
- 		simplifiedGeometry.setIndex( index );
 
- 		return simplifiedGeometry;
 
- 	}
 
- }
 
- function pushIfUnique( array, object ) {
 
- 	if ( array.indexOf( object ) === - 1 ) array.push( object );
 
- }
 
- function removeFromArray( array, object ) {
 
- 	const 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 ] && 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 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 );
 
- 	}
 
- }
 
- export { SimplifyModifier };
 
 
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