Sorting triangles

This commit is contained in:
Thomas FORGIONE 2015-10-27 08:10:33 +01:00
parent 4768a3056c
commit 59518eb702
2 changed files with 148 additions and 160 deletions

View File

@ -153,7 +153,6 @@ function loop() {
if (!testDistance(old, camera) && !finished && !forceFinished) {
process.nextTick(loop);
finish();
return;
}
@ -168,6 +167,7 @@ function loop() {
let score = 0;
var totalPixel = 0;
for (let i = 0; i < width; i++) {
buf[i] = [];
@ -186,11 +186,15 @@ function loop() {
let intersects = raycaster.intersectObject(loader.obj, true);
if (intersectsProg.length === 0 && intersects.length === 0) {
score++;
// Not good
} else if (intersectsProg.length !== intersects.length) {
// Not good
totalPixel++;
} else if (equalFaces(intersectsProg[0].face, intersects[0].face)) {
score++;
totalPixel++;
} else {
totalPixel++;
}
if (intersectsProg.length > 0) {
@ -202,7 +206,7 @@ function loop() {
}
score /= width * height;
score /= totalPixel;
// for (let i = 0; i < 255; i++) {
// colorsOccurence[i+1] += colorsOccurence[i];
@ -237,9 +241,4 @@ function loop() {
if (!finished && !forceFinished)
setTimeout(loop,50);
else
finish();
}
function finish() { console.log('];') }

View File

@ -343,181 +343,170 @@ geo.MeshStreamer.prototype.nextElements = function(_camera, force) {
var mightBeCompletetlyFinished = true;
for (var meshIndex = 0; meshIndex < this.mesh.meshes.length; meshIndex++) {
// BOOM
if (camera != null)
this.mesh.faces.sort(this.faceComparator(camera));
var currentMesh = this.mesh.meshes[meshIndex];
for (var faceIndex = 0; faceIndex < this.mesh.faces.length; faceIndex++) {
// Sort faces
// if (camera !== undefined && camera !== null)
// currentMesh.faces.sort(this.faceComparator(camera))
var currentFace = this.mesh.faces[faceIndex];
if (this.isFinished(meshIndex)) {
if (this.faces[currentFace.index] === true) {
continue;
} else {
} else {
mightBeCompletetlyFinished = false;
}
for (var faceIndex = 0; faceIndex < currentMesh.faces.length; faceIndex++) {
var vertex1 = this.mesh.vertices[currentFace.a];
var vertex2 = this.mesh.vertices[currentFace.b];
var vertex3 = this.mesh.vertices[currentFace.c];
var currentFace = currentMesh.faces[faceIndex];
if (!force) {
if (this.meshFaces[meshIndex].array[faceIndex] === true) {
var display = false;
var outcodes = [];
var exitToContinue = false;
threeVertices = [vertex1, vertex2, vertex3];
for (i = 0; i < threeVertices.length; i++) {
var vertex = threeVertices[i];
var currentOutcode = "";
for (var j = 0; j < planes.length; j++) {
var plane = planes[j];
distance =
plane.normal.x * vertex.x +
plane.normal.y * vertex.y +
plane.normal.z * vertex.z +
plane.constant;
// if (distance < 0) {
// exitToContinue = true;
// break;
// }
currentOutcode += distance > 0 ? '0' : '1';
}
outcodes.push(parseInt(currentOutcode,2));
}
// http://vterrain.org/LOD/culling.html
// I have no idea what i'm doing
// http://i.kinja-img.com/gawker-media/image/upload/japbcvpavbzau9dbuaxf.jpg
// But it seems to work
if ( (outcodes[0] | outcodes[1]) === 0 && (outcodes[1] | outcodes[2]) === 0 ) {
// all points in
} else if ( (outcodes[0] === outcodes[1]) && (outcodes[0] === outcodes[2]) ) {
// all points out
continue;
}
var vertex1 = this.mesh.vertices[currentFace.a];
var vertex2 = this.mesh.vertices[currentFace.b];
var vertex3 = this.mesh.vertices[currentFace.c];
if (!force) {
var display = false;
var outcodes = [];
var exitToContinue = false;
threeVertices = [vertex1, vertex2, vertex3];
for (i = 0; i < threeVertices.length; i++) {
var vertex = threeVertices[i];
var currentOutcode = "";
for (var j = 0; j < planes.length; j++) {
var plane = planes[j];
distance =
plane.normal.x * vertex.x +
plane.normal.y * vertex.y +
plane.normal.z * vertex.z +
plane.constant;
// if (distance < 0) {
// exitToContinue = true;
// break;
// }
currentOutcode += distance > 0 ? '0' : '1';
}
outcodes.push(parseInt(currentOutcode,2));
}
// http://vterrain.org/LOD/culling.html
// I have no idea what i'm doing
// http://i.kinja-img.com/gawker-media/image/upload/japbcvpavbzau9dbuaxf.jpg
// But it seems to work
if ( (outcodes[0] | outcodes[1]) === 0 && (outcodes[1] | outcodes[2]) === 0 ) {
// all points in
} else if ( (outcodes[0] === outcodes[1]) && (outcodes[0] === outcodes[2]) ) {
// all points out
continue;
}
else {
// part of the triangle is inside the viewing volume
}
else {
// part of the triangle is inside the viewing volume
}
}
if (!this.vertices[currentFace.a]) {
data.push(vertex1.toList());
this.vertices[currentFace.a] = true;
sent++;
}
if (!this.vertices[currentFace.b]) {
data.push(vertex2.toList());
this.vertices[currentFace.b] = true;
sent++;
}
if (!this.vertices[currentFace.c]) {
data.push(vertex3.toList());
this.vertices[currentFace.c] = true;
sent++;
}
var normal1 = this.mesh.normals[currentFace.aNormal];
var normal2 = this.mesh.normals[currentFace.bNormal];
var normal3 = this.mesh.normals[currentFace.cNormal];
if (normal1 !== undefined && !this.normals[currentFace.aNormal]) {
data.push(normal1.toList());
this.normals[currentFace.aNormal] = true;
sent++;
}
if (normal2 !== undefined && !this.normals[currentFace.bNormal]) {
data.push(normal2.toList());
this.normals[currentFace.bNormal] = true;
sent++;
}
if (normal3 !== undefined && !this.normals[currentFace.cNormal]) {
data.push(normal3.toList());
this.normals[currentFace.cNormal] = true;
sent++;
}
var tex1 = this.mesh.texCoords[currentFace.aTexture];
var tex2 = this.mesh.texCoords[currentFace.bTexture];
var tex3 = this.mesh.texCoords[currentFace.cTexture];
if (tex1 !== undefined && !this.texCoords[currentFace.aTexture]) {
data.push(tex1.toList());
this.texCoords[currentFace.aTexture] = true;
sent++;
}
if (tex2 !== undefined && !this.texCoords[currentFace.bTexture]) {
data.push(tex2.toList());
this.texCoords[currentFace.bTexture] = true;
sent++;
}
if (tex3 !== undefined && !this.texCoords[currentFace.cTexture]) {
data.push(tex3.toList());
this.texCoords[currentFace.cTexture] = true;
sent++;
}
data.push(currentFace.toList());
// this.meshFaces[meshIndex] = this.meshFaces[meshIndex] || [];
this.meshFaces[meshIndex].array[faceIndex] = true;
this.meshFaces[meshIndex].counter++;
currentMesh.faceIndex++;
if (!this.vertices[currentFace.a]) {
data.push(vertex1.toList());
this.vertices[currentFace.a] = true;
sent++;
if (sent > this.chunk) {
}
return {data: data, finished: false};
if (!this.vertices[currentFace.b]) {
data.push(vertex2.toList());
this.vertices[currentFace.b] = true;
sent++;
}
if (!this.vertices[currentFace.c]) {
data.push(vertex3.toList());
this.vertices[currentFace.c] = true;
sent++;
}
var normal1 = this.mesh.normals[currentFace.aNormal];
var normal2 = this.mesh.normals[currentFace.bNormal];
var normal3 = this.mesh.normals[currentFace.cNormal];
if (normal1 !== undefined && !this.normals[currentFace.aNormal]) {
data.push(normal1.toList());
this.normals[currentFace.aNormal] = true;
sent++;
}
if (normal2 !== undefined && !this.normals[currentFace.bNormal]) {
data.push(normal2.toList());
this.normals[currentFace.bNormal] = true;
sent++;
}
if (normal3 !== undefined && !this.normals[currentFace.cNormal]) {
data.push(normal3.toList());
this.normals[currentFace.cNormal] = true;
sent++;
}
var tex1 = this.mesh.texCoords[currentFace.aTexture];
var tex2 = this.mesh.texCoords[currentFace.bTexture];
var tex3 = this.mesh.texCoords[currentFace.cTexture];
if (tex1 !== undefined && !this.texCoords[currentFace.aTexture]) {
data.push(tex1.toList());
this.texCoords[currentFace.aTexture] = true;
sent++;
}
if (tex2 !== undefined && !this.texCoords[currentFace.bTexture]) {
data.push(tex2.toList());
this.texCoords[currentFace.bTexture] = true;
sent++;
}
if (tex3 !== undefined && !this.texCoords[currentFace.cTexture]) {
data.push(tex3.toList());
this.texCoords[currentFace.cTexture] = true;
sent++;
}
data.push(currentFace.toList());
// this.meshFaces[meshIndex] = this.meshFaces[meshIndex] || [];
this.faces[currentFace.index] = true;
// this.meshFaces[meshIndex].counter++;
// currentMesh.faceIndex++;
sent++;
if (sent > this.chunk) {
return {data: data, finished: false};
}
}
}