123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461 |
- /*
- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- *
- * Simplification Geometry Modifier
- * - based on code and technique
- * - by Stan Melax in 1998
- * - Progressive Mesh type Polygon Reduction Algorithm
- * - http://www.melax.com/polychop/
- */
- THREE.SimplifyModifier = function() {
- };
- (function() {
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
- 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".
- var edgelength = v.position.distanceTo( u.position );
- var curvature = 0;
- var sideFaces = [];
- var i, uFaces = u.faces, il = u.faces.length, face, sideFace;
- // find the "sides" triangles that are on the edge uv
- for ( i = 0 ; i < il; i ++ ) {
- 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 ( i = 0 ; i < il; i ++ ) {
- var minCurvature = 1;
- face = u.faces[ i ];
- for( var j = 0; j < sideFaces.length; j ++ ) {
- sideFace = sideFaces[ j ];
- // use dot product of face normals.
- var 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
- var borders = 0;
- if ( sideFaces.length < 2 ) {
- // we add some arbitrary cost for borders,
- // borders += 10;
- curvature = 1;
- }
- var 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 ( var i = 0; i < v.neighbors.length; i ++ ) {
- var 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 ) {
- var 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!
- var vs = [ this.v1, this.v2, this.v3 ];
- var v1, v2;
- for( var i = 0 ; i < 3 ; i ++ ) {
- v1 = vs[ i ];
- 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;
- }
- var i;
- var tmpVertices = [];
- for( i = 0 ; i < u.neighbors.length; i ++ ) {
- tmpVertices.push( u.neighbors[ i ] );
- }
- // delete triangles on edge uv:
- for( 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( 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( i = 0; i < tmpVertices.length; i ++ ) {
- computeEdgeCostAtVertex( tmpVertices[ i ] );
- }
- }
- function minimumCostEdge( vertices ) {
- // O(n * n) approach. TODO optimize this
- var least = vertices[ 0 ];
- for (var 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
- function Triangle( 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 );
- }
- Triangle.prototype.computeNormal = function() {
- var vA = this.v1.position;
- var vB = this.v2.position;
- var vC = this.v3.position;
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab ).normalize();
- this.normal.copy( cb );
- };
- Triangle.prototype.hasVertex = function( v ) {
- return v === this.v1 || v === this.v2 || v === this.v3;
- };
- Triangle.prototype.replaceVertex = function( 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();
- };
- function Vertex( v, id ) {
- this.position = v;
- this.id = id; // old index id
- 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
- }
- Vertex.prototype.addUniqueNeighbor = function( vertex ) {
- pushIfUnique(this.neighbors, vertex);
- };
- Vertex.prototype.removeIfNonNeighbor = function( n ) {
- var neighbors = this.neighbors;
- var faces = this.faces;
- var offset = neighbors.indexOf( n );
- if ( offset === -1 ) return;
- for ( var i = 0; i < faces.length; i ++ ) {
- if ( faces[ i ].hasVertex( n ) ) return;
- }
- neighbors.splice( offset, 1 );
- };
- THREE.SimplifyModifier.prototype.modify = function( geometry, count ) {
- if ( geometry instanceof THREE.BufferGeometry && !geometry.vertices && !geometry.faces ) {
- console.log('converting BufferGeometry to Geometry');
- geometry = new THREE.Geometry().fromBufferGeometry( geometry );
- }
- geometry.mergeVertices();
- var oldVertices = geometry.vertices; // Three Position
- var oldFaces = geometry.faces; // Three Face
- var newGeometry = new THREE.Geometry();
- // conversion
- var vertices = new Array( oldVertices.length ); // Simplify Custom Vertex Struct
- var faces = new Array( oldFaces.length ); // Simplify Custom Traignle Struct
- var i, il, face;
- //
- // put data of original geometry in different data structures
- //
- // add vertices
- for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
- vertices[ i ] = new Vertex( oldVertices[ i ], i );
- }
- // add faces
- for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
- face = oldFaces[ i ];
- faces[ i ] = new Triangle( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ], face.a, face.b, face.c );
- }
- // compute all edge collapse costs
- for ( i = 0, il = vertices.length; i < il; i ++ ) {
- computeEdgeCostAtVertex( vertices[ i ] );
- }
- var permutation = new Array( vertices.length );
- var map = new Array( vertices.length );
- var nextVertex;
- var z = count;
- // console.time('z')
- // console.profile('zz');
- while( z-- ) {
- nextVertex = minimumCostEdge( vertices );
- if (!nextVertex) {
- console.log('no next vertex');
- break;
- }
- collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
- }
- // console.profileEnd('zz');
- // console.timeEnd('z')
- // TODO convert to buffer geometry.
- var newGeo = new THREE.Geometry();
- for ( i = 0; i < vertices.length; i ++ ) {
- var v = vertices[ i ];
- newGeo.vertices.push( v.position )
- }
- for ( i = 0; i < faces.length; i ++ ) {
- var tri = faces[ i ];
- newGeo.faces.push( new THREE.Face3(
- vertices.indexOf(tri.v1),
- vertices.indexOf(tri.v2),
- vertices.indexOf(tri.v3)
- ) )
- }
- return newGeo;
- };
- })();
|