diff --git a/analysis/replay/main.js b/analysis/replay/main.js index f3f8cff..a03ccb0 100644 --- a/analysis/replay/main.js +++ b/analysis/replay/main.js @@ -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('];') } - diff --git a/geo/MeshStreamer.js b/geo/MeshStreamer.js index da250c2..2a76bb4 100644 --- a/geo/MeshStreamer.js +++ b/geo/MeshStreamer.js @@ -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}; - } } }