Improved performance in streaming
This commit is contained in:
@@ -47,6 +47,17 @@ var _parseList = function(arr) {
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ret.y = arr[3];
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ret.z = arr[4];
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} else if (arr[0] === 'u') {
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// usemtl
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ret.index = -1;
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ret.type = 'usemtl';
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ret.materialName = arr[1];
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ret.vLength = arr[2];
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ret.fLength = arr[3];
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ret.texCoordsExist = arr[4];
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ret.normalsExist = arr[5];
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}
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return ret;
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@@ -97,84 +108,6 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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var self = this;
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this.socket.on('usemtl', function(materialName, verticesNumber, facesNumber, texCoordsExist, normalsExist) {
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// console.log("New mesh arrived : " + materialName);
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if (self.currentMesh !== undefined && self.currentMesh.visible === false) {
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self.currentMesh.geometry.computeBoundingSphere();
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if (self.currentMesh.geometry.attributes.normal === undefined) {
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self.currentMesh.geometry.computeVertexNormals();
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}
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self.currentMesh.visible = true;
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}
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// Create mesh material
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var material;
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if (materialName === null) {
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// If no material, create a default material
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material = new THREE.MeshLambertMaterial({color: 'red'});
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} else {
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// If material name exists, load if from material, and do a couple of settings
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material = self.materialCreator.materials[materialName.trim()];
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material.side = THREE.DoubleSide;
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if (material.map)
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material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
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}
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// Create mesh geometry
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var geometry = new THREE.BufferGeometry();
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geometry.dynamic = true;
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var positionArray = new Float32Array(facesNumber * 3 * 3);
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var positionAttribute = new THREE.BufferAttribute(positionArray, 3);
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geometry.addAttribute('position', positionAttribute);
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// Add other attributes if necessary
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if (texCoordsExist) {
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// console.log("Mesh with textures");
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var uvArray = new Float32Array(facesNumber * 3 * 2);
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var uvAttribute = new THREE.BufferAttribute(uvArray, 2);
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geometry.addAttribute('uv', uvAttribute);
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}
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if (normalsExist) {
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// console.log("Mesh with normals");
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var normalArray = new Float32Array(facesNumber * 3 * 3);
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var normalAttribute = new THREE.BufferAttribute(normalArray, 3);
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geometry.addAttribute('normal', normalAttribute);
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}
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// Create mesh
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var mesh = new THREE.Mesh(geometry, material);
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self.currentMesh = mesh;
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self.obj.add(mesh);
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mesh.visible = false;
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if (typeof self.callback === 'function') {
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self.callback(mesh);
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}
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// Ask for next
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self.socket.emit('next');
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});
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this.socket.on('ok', function() {
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console.log('ok');
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self.socket.emit('next');
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@@ -183,7 +116,6 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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this.socket.on('elements', function(arr) {
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// console.log("Received elements for the " + (++self.counter) + "th time !");
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for (var i = 0; i < arr.length; i++) {
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var elt = _parseList(arr[i]);
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@@ -204,6 +136,83 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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// New normal arrived
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self.normals[elt.index] = [elt.x, elt.y, elt.z];
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} else if (elt.type === 'usemtl') {
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if (self.currentMesh !== undefined) {
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self.currentMesh.geometry.computeBoundingSphere();
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if (self.currentMesh.geometry.attributes.normal === undefined) {
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self.currentMesh.geometry.computeVertexNormals();
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}
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}
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// Must create new mesh
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// console.log("New mesh arrived : " + elt.materialName);
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// Create mesh material
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var material;
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if (elt.materialName === null) {
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// If no material, create a default material
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material = new THREE.MeshLambertMaterial({color: 'red'});
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} else {
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// If material name exists, load if from material, and do a couple of settings
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material = self.materialCreator.materials[elt.materialName.trim()];
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material.side = THREE.DoubleSide;
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if (material.map)
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material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
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}
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// Create mesh geometry
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var geometry = new THREE.BufferGeometry();
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geometry.dynamic = true;
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var positionArray = new Float32Array(elt.fLength * 3 * 3);
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var positionAttribute = new THREE.BufferAttribute(positionArray, 3);
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geometry.addAttribute('position', positionAttribute);
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// Add other attributes if necessary
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if (elt.texCoordsExist) {
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// console.log("Mesh with textures");
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var uvArray = new Float32Array(elt.fLength * 3 * 2);
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var uvAttribute = new THREE.BufferAttribute(uvArray, 2);
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geometry.addAttribute('uv', uvAttribute);
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}
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if (elt.normalsExist) {
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// console.log("Mesh with normals");
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var normalArray = new Float32Array(elt.fLength * 3 * 3);
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var normalAttribute = new THREE.BufferAttribute(normalArray, 3);
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geometry.addAttribute('normal', normalAttribute);
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}
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// Create mesh
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var mesh = new THREE.Mesh(geometry, material);
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self.currentMesh = mesh;
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self.obj.add(mesh);
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if (typeof self.callback === 'function') {
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self.callback(mesh);
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}
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} else if (elt.type === 'face') {
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// New face arrived : add it into current mesh
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@@ -269,7 +278,6 @@ ProgressiveLoader.prototype.initIOCallbacks = function() {
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if (self.currentMesh.geometry.attributes.normal === undefined) {
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self.currentMesh.geometry.computeVertexNormals();
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}
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self.currentMesh.visible = true;
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self.finished = true;
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});
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}
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6
js/prototype/initScene.js
vendored
6
js/prototype/initScene.js
vendored
@@ -616,12 +616,16 @@ function initSponzaScene(scene, collidableObjects, loader, static_path) {
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}
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obj.raycastable = true;
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});
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loader.load();
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glob = loader.obj;
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loader.obj.scale.set(0.1,0.1,0.1);
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collidableObjects.push(loader.obj);
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loader.obj.raycastable = true;
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// ProgressiveLoader('/static/data/sponza/sponza.obj', scene,
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// function(obj) {
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// obj.scale.set(0.1,0.1,0.1);
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@@ -45,7 +45,7 @@ function init() {
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// Load the scene
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// loader = new THREE.OBJLoader();
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sphereLoader = new ProgressiveLoader('static/data/spheres/' + params.get.res + '.obj', scene);
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sphereLoader = new ProgressiveLoader('/static/data/spheres/' + params.get.res + '.obj', scene);
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sphereLoader.load();
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sphere = sphereLoader.obj;
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