3d-interface/geo/MeshStreamer.js

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var fs = require('fs');
var mesh = require('./Mesh.js');
var geo = {};
geo.MeshStreamer = function(path, callback) {
// Different parts of a obj (a mesh per material)
this.meshes = [];
// In meshes, vertices and texture coords are shared
this.vertices = [];
this.faces = [];
this.normals = [];
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this.texCoords = [];
// Chunk size
this.chunk = 1000;
if (path !== undefined) {
var self = this;
this.loadFromFile(path, function() {
if (typeof callback === 'function')
callback();
});
}
}
geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
var self = this;
fs.readFile(path, function(err, data) {
var oldTime = Date.now();
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var currentMesh;
// Get lines from file
var lines = data.toString('utf-8').split("\n");
// For each line
for (var i = 0; i < lines.length; i++) {
var line = lines[i];
if (line[0] === 'v') {
if (line[1] === 't') {
// Texture coord
var texCoord = new mesh.TexCoord(line);
texCoord.index = self.texCoords.length;
self.texCoords.push(texCoord);
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} else if (line[1] === 'n') {
var normal = new mesh.Normal(line);
normal.index = self.normals.length;
self.normals.push(normal);
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} else {
// Just a simple vertex
// if (currentMesh === undefined) {
// // Chances are that we won't use any material in this case
// currentMesh = new mesh.Mesh();
// self.meshes.push(currentMesh);
// }
var vertex = new mesh.Vertex(line);
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vertex.index = self.vertices.length;
self.vertices.push(vertex);
}
} else if (line[0] === 'f') {
// Create mesh if it doesn't exist
if (currentMesh === undefined) {
currentMesh = new mesh.Mesh();
self.meshes.push(currentMesh);
}
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// Create faces (two if Face4)
var faces = currentMesh.addFaces(line);
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faces[0].index = self.faces.length;
faces[0].meshIndex = self.meshes.length - 1;
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self.faces.push(faces[0]);
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if (faces.length === 2) {
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faces[1].index = self.faces.length;
faces[1].meshIndex = self.meshes.length - 1;
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self.faces.push(faces[1]);
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}
} else if (line[0] === 'u') {
// usemtl
// If a current mesh exists, finish it
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// Create a new mesh
currentMesh = new mesh.Mesh();
self.meshes.push(currentMesh);
currentMesh.material = (new mesh.Material(line)).name;
// console.log(currentMesh.material);
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}
}
if (typeof callback === 'function') {
callback();
}
console.log(Date.now() - oldTime);
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});
}
geo.MeshStreamer.prototype.start = function(socket) {
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this.meshIndex = 0;
this.socket = socket;
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var self = this;
socket.on('request', function(path) {
console.log('Asking for ' + path);
var regex = /.*\.\..*/;
if (regex.test(path)) {
socket.emit('refused');
socket.disconnect();
return;
}
self.loadFromFile(path, function() {
socket.emit('ok');
});
});
socket.on('next', function(camera) {
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// Send next elements
var next = self.nextElements(camera);
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// console.log(self.meshIndex);
// console.log(data);
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// Emit self.chunk faces (and the corresponding vertices if not emitted)
socket.emit('elements', next.data);
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if (next.finished) {
socket.disconnect();
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}
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});
}
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geo.MeshStreamer.prototype.nextElements = function(_camera) {
// Prepare camera (and scale to model)
var camera = {
position: {
x: _camera[0]*10,
y: _camera[1]*10,
z: _camera[2]*10
},
target: {
x: _camera[3]*10,
y: _camera[4]*10,
z: _camera[5]*10
}
}
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// Compute camera direction
var direction = {
x: camera.target.x - camera.position.x,
y: camera.target.y - camera.position.y,
z: camera.target.z - camera.position.z
}
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var sent = 0;
var data = [];
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var mightBeCompletetlyFinished = true;
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for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
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var currentMesh = this.meshes[meshIndex];
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if (currentMesh.isFinished()) {
continue;
} else {
mightBeCompletetlyFinished = false;
}
for (var faceIndex = 0; faceIndex < currentMesh.faces.length; faceIndex++) {
var currentFace = currentMesh.faces[faceIndex];
if (currentFace.sent) {
continue;
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}
if (!currentMesh.started) {
// Send usemtl
data.push([
'u',
currentMesh.material,
currentMesh.vertices.length,
currentMesh.faces.length,
this.texCoords.length > 0,
this.normals.length > 0
]);
sent++;
currentMesh.started = true;
}
var vertex1 = this.vertices[currentFace.a];
var vertex2 = this.vertices[currentFace.b];
var vertex3 = this.vertices[currentFace.c];
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var v1 = {
x: vertex1.x - camera.position.x,
y: vertex1.y - camera.position.y,
z: vertex1.z - camera.position.z
};
var v2 = {
x: vertex2.x - camera.position.x,
y: vertex2.y - camera.position.y,
z: vertex2.z - camera.position.z
};
var v3 = {
x: vertex3.x - camera.position.x,
y: vertex3.y - camera.position.y,
z: vertex3.z - camera.position.z
};
if (
direction.x * v1.x + direction.y * v1.y + direction.z * v1.z < 0 &&
direction.x * v2.x + direction.y * v2.y + direction.z * v2.z < 0 &&
direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
) {
continue;
}
if (!vertex1.sent) {
data.push(vertex1.toList());
vertex1.sent = true;
sent++;
}
if (!vertex2.sent) {
data.push(vertex2.toList());
vertex2.sent = true;
sent++;
}
if (!vertex3.sent) {
data.push(vertex3.toList());
vertex3.sent = true;
sent++;
}
var normal1 = this.normals[currentFace.aNormal];
var normal2 = this.normals[currentFace.bNormal];
var normal3 = this.normals[currentFace.cNormal];
if (normal1 !== undefined && !normal1.sent) {
data.push(normal1.toList());
normal1.sent = true;
sent++;
}
if (normal2 !== undefined && !normal2.sent) {
data.push(normal2.toList());
normal2.sent = true;
sent++;
}
if (normal3 !== undefined && !normal3.sent) {
data.push(normal3.toList());
normal3.sent = true;
sent++;
}
var tex1 = this.texCoords[currentFace.aTexture];
var tex2 = this.texCoords[currentFace.bTexture];
var tex3 = this.texCoords[currentFace.cTexture];
if (tex1 !== undefined && !tex1.sent) {
data.push(tex1.toList());
tex1.sent = true;
sent++;
}
if (tex2 !== undefined && !tex2.sent) {
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data.push(tex2.toList());
tex2.sent = true;
sent++;
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}
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if (tex3 !== undefined && !tex3.sent) {
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data.push(tex3.toList());
tex3.sent = true;
sent++;
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}
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data.push(currentFace.toList());
currentFace.sent = true;
currentMesh.faceIndex++;
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sent++;
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if (sent > 500) {
return {data: data, finished: false};
}
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}
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}
return {data: data, finished: mightBeCompletetlyFinished};
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}
module.exports = geo;