I'm too good, progressive streaming with only frustum sent, and if
nothing, just stream
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@ -328,6 +328,14 @@ geo.MeshStreamer.prototype.start = function(socket) {
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// Send next elements
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var next = self.nextElements(camera);
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if (next.data.length === 0) {
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// If nothing, just serve stuff
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var tmp = self.nextElements(camera, true);
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next.data = tmp.data;
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}
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socket.emit('elements', next.data);
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if (next.finished) {
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@ -373,28 +381,49 @@ geo.MeshStreamer.prototype.nextMaterials = function() {
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* only interesting parts according to the camera
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* @returns {array} an array of elements ready to send
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*/
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geo.MeshStreamer.prototype.nextElements = function(_camera) {
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geo.MeshStreamer.prototype.nextElements = function(_camera, force) {
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if (force === undefined) {
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force = false;
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}
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// Prepare camera (and scale to model)
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var camera = null;
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var planes = [];
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var direction;
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if (_camera !== null) {
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var camera = {
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camera = {
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position: {
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x: _camera[0],
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y: _camera[1],
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z: _camera[2]
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x: _camera[0][0],
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y: _camera[0][1],
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z: _camera[0][2]
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},
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target: {
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x: _camera[3],
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y: _camera[4],
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z: _camera[5]
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x: _camera[1][0],
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y: _camera[1][1],
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z: _camera[1][2]
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}
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}
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for (var i = 2; i < _camera.length; i++) {
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planes.push({
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normal: {
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x: _camera[i][0],
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y: _camera[i][1],
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z: _camera[i][2]
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},
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constant: _camera[i][3]
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});
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}
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// Compute camera direction
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var direction = {
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direction = {
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x: camera.target.x - camera.position.x,
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y: camera.target.y - camera.position.y,
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z: camera.target.z - camera.position.z
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@ -436,36 +465,73 @@ geo.MeshStreamer.prototype.nextElements = function(_camera) {
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var vertex2 = this.vertices[currentFace.b];
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var vertex3 = this.vertices[currentFace.c];
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if (camera !== null) {
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// if (camera !== null) {
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var v1 = {
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x: vertex1.x - camera.position.x,
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y: vertex1.y - camera.position.y,
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z: vertex1.z - camera.position.z
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};
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// var v1 = {
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// x: vertex1.x - camera.position.x,
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// y: vertex1.y - camera.position.y,
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// z: vertex1.z - camera.position.z
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// };
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var v2 = {
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x: vertex2.x - camera.position.x,
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y: vertex2.y - camera.position.y,
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z: vertex2.z - camera.position.z
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};
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// var v2 = {
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// x: vertex2.x - camera.position.x,
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// y: vertex2.y - camera.position.y,
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// z: vertex2.z - camera.position.z
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// };
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var v3 = {
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x: vertex3.x - camera.position.x,
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y: vertex3.y - camera.position.y,
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z: vertex3.z - camera.position.z
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};
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// var v3 = {
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// x: vertex3.x - camera.position.x,
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// y: vertex3.y - camera.position.y,
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// z: vertex3.z - camera.position.z
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// };
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if (
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direction.x * v1.x + direction.y * v1.y + direction.z * v1.z < 0 &&
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direction.x * v2.x + direction.y * v2.y + direction.z * v2.z < 0 &&
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direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
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) {
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// if (
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// direction.x * v1.x + direction.y * v1.y + direction.z * v1.z < 0 &&
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// direction.x * v2.x + direction.y * v2.y + direction.z * v2.z < 0 &&
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// direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
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// ) {
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continue;
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// continue;
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// }
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// }
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if (!force) {
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var exitToContinue = false;
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threeVertices = [vertex1, vertex2, vertex3];
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for (var i = 0; i < threeVertices.length; i++) {
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var vertex = threeVertices[i];
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for (var j = 0; j < planes.length; j++) {
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var plane = planes[j];
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distance =
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plane.normal.x * vertex.x +
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plane.normal.y * vertex.y +
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plane.normal.z * vertex.z +
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plane.constant;
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if (distance < 0)
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{
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exitToContinue = true;
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break;
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}
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}
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if (exitToContinue)
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break;
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}
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if (exitToContinue)
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continue;
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}
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if (!vertex1.sent) {
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@ -714,3 +714,30 @@ PointerCamera.prototype.redoable = function() {
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return this.history.redoable();
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}
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PointerCamera.prototype.toList = function() {
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this.updateMatrix();
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this.updateMatrixWorld();
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var frustum = new THREE.Frustum();
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var projScreenMatrix = new THREE.Matrix4();
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projScreenMatrix.multiplyMatrices(this.projectionMatrix, this.matrixWorldInverse);
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frustum.setFromMatrix(new THREE.Matrix4().multiplyMatrices(this.projectionMatrix, this.matrixWorldInverse));
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var ret =
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[[this.position.x, this.position.y, this.position.z],
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[this.target.x, this.target.y, this.target.z]];
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for (var i = 0; i < frustum.planes.length; i++) {
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var p = frustum.planes[i];
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ret.push([
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p.normal.x, p.normal.y, p.normal.z, p.constant
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]);
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}
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return ret;
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}
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@ -202,8 +202,7 @@ ProgressiveLoaderGeometry.prototype.getCamera = function() {
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if (this.camera === null)
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return null;
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return [this.camera.position.x, this.camera.position.y, this.camera.position.z,
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this.camera.target.x, this.camera.target.y, this.camera.target.z];
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return this.toList();
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}
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/**
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@ -637,14 +637,23 @@ function initSponzaScene(scene, collidableObjects, loader, camera) {
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loader.getCamera = function() {
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return [
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loader.camera.position.x * 10,
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loader.camera.position.y * 10,
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loader.camera.position.z * 10,
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loader.camera.target.x * 10,
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loader.camera.target.y * 10,
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loader.camera.target.z * 10
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];
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var ret = loader.camera.toList();
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ret[0][0] *= 10;
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ret[0][1] *= 10;
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ret[0][2] *= 10;
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ret[1][0] *= 10;
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ret[1][1] *= 10;
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ret[1][2] *= 10;
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// Planes
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for (var i = 2; i < ret.length; i++) {
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ret[i][3] *= 10;
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}
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return ret;
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}
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loader.obj.scale.set(0.1,0.1,0.1);
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