Loads of documentation, and improved dev utils
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@ -2,6 +2,7 @@ var fs = require('fs');
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/**
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* @namespace
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* @description Contains all functions and classes relative to meshes and streaming (server-side)
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*/
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var geo = {};
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@ -11,6 +11,12 @@ all: Geo
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Geo:
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$(CLOSURE) $(OPT) \
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--js Geo.js \
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--js ConfigGenerators/ConfigGenerator.js \
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--js ConfigGenerators/NV_PN.js \
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--js ConfigGenerators/V_PP.js \
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--js ConfigGenerators/V_PD.js \
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--js ConfigGenerators/V_PP_PD.js \
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--js ConfigGenerators/ConfigGeneratorEnd.js \
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--js Mesh.js \
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--js MeshContainer.js \
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--js MeshStreamer.js \
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@ -1,16 +1,53 @@
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/**
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* Reprensents a mesh
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* Reprensents an elementary mesh (only one material)
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* @constructor
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* @memberOf geo
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*/
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geo.Mesh = function() {
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/**
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* @type {geo.Vertex[]}
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* @description All the vertices of the mesh
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* @deprecated Prefer the use of {@link geo.MeshContainer}.vertices
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*/
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this.vertices = [];
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/**
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* @type {geo.Face[]}
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* @description All the faces of the mesh
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*/
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this.faces = [];
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/**
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* @type {geo.TexCoord[]}
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* @description All the textures coordinates of the mesh
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*/
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this.texCoords = [];
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/**
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* @type {geo.Normal[]}
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* @description All the normals of the mesh
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*/
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this.normals = [];
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/**
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* @deprecated You should use your own counter
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*/
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this.faceIndex = 0;
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/**
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* @type {String}
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* @description Name of the material of the current mesh
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*/
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this.material = null;
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/**
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* @deprecated You should use your own attributes
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*/
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this.started = false;
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/**
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* @deprecated You should use your own attributes
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*/
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this.finished = false;
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};
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@ -58,7 +95,7 @@ geo.Mesh.prototype.addFaces = function(face) {
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if (face instanceof geo.Face) {
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this.faces.push(face);
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} else if (typeof face === 'string' || face instanceof String) {
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faces = parseFace(face);
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faces = geo.parseFace(face);
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this.faces = this.faces.concat(faces);
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} else {
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console.error("Can only add face from geo.Face or string");
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@ -106,6 +143,9 @@ geo.Mesh.prototype.addNormal = function(normal) {
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return this.normals[this.normals.length - 1];
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};
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/**
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* @deprecated
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*/
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geo.Mesh.prototype.isFinished = function() {
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return this.faceIndex === this.faces.length;
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};
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@ -113,6 +153,7 @@ geo.Mesh.prototype.isFinished = function() {
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/**
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* Represent a 3D vertex
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* @constructor
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* @param {String} A string like in the .obj file (e.g. 'v 1.1 0.2 3.4')
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* @memberOf geo
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*/
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geo.Vertex = function() {
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@ -175,6 +216,7 @@ geo.Vertex.prototype.toString = function() {
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* @constructor
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* @memberOf geo
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* @augments geo.Vertex
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* @param {String} A string like in the .obj file (e.g. 'vn 1.1 2.2 3.3')
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*/
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geo.Normal = function() {
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geo.Vertex.apply(this, arguments);
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@ -216,6 +258,7 @@ geo.Normal.prototype.toString = function() {
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* Represent a texture coordinate element
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* @constructor
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* @memberOf geo
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* @param {String} a string like in the .obj file (e.g. 'vt 0.5 0.5')
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*/
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geo.TexCoord = function() {
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if (typeof arguments[0] === 'string' || arguments[0] instanceof String) {
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@ -268,9 +311,10 @@ geo.TexCoord.prototype.toString = function() {
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/**
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* Represents a face
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* Represents a face. Only triangles are supported. For quadrangular polygons, see {@link geo.parseFace}
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* @constructor
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* @memberOf geo
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* @param {String} A string like in a .obj file (e.g. 'f 1/1/1 2/2/2 3/3/3' or 'f 1 2 3').
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*/
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geo.Face = function() {
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var split;
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@ -368,7 +412,7 @@ geo.Face = function() {
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* @returns {Face[]} a single 3-vertices face or two 3-vertices face if it was
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* a 4-vertices face
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*/
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var parseFace = function(arg) {
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geo.parseFace = function(arg) {
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var split = arg.trim().split(' ');
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var ret = [];
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@ -2,10 +2,25 @@ var Log = require('../lib/NodeLog.js');
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var L3D = require('../../static/js/l3d.min.js');
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var THREE = require('three');
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/**
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* Clones a vector
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* @private
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* @param {Object} vec an object with attributes x, y, and z
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* @return {Object} a new object with the same x, y, and z attributes
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*/
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function clone(vec) {
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return {x : vec.x, y : vec.y, z : vec.z};
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}
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/**
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* Rotates a vector, three.js style
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* @private
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* @param {Object} vec1 an object with attributes x, y, and z
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* @param {Number} x three.js's rotateX value
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* @param {Number} y three.js's rotateY value
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* @param {Number} z three.js's rotateZ value
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* @return {Object} a new vector corresponding to the rotated vector
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*/
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function rotation(vec1, x, y, z) {
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var cos = Math.cos(z);
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@ -39,6 +54,18 @@ function rotation(vec1, x, y, z) {
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return clone(newVec);
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}
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/**
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* Applies a transformation to a vector
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* @param {Object} vector an object with attributes x, y, and z
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* @param {Object} transfo an object with attributes
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* <ul>
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* <li><code>translation</code> : an object with attributes x, y, and z representing the translation</li>
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* <li><code>rotation</code> : an object with attributes x, y, and z representing the rotation</li>
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* <li><code>scale</code> : a number representing the scaling </li>
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* </ul>
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* @see {@link rotation}
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* @return {Object} a new object with attributes x, y and z corresponding to the transformation applied to <code>vector</code>
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*/
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function applyTransformation(vector, transfo) {
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var ret = rotation(vector, transfo.rotation.x, transfo.rotation.y, transfo.rotation.z);
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@ -57,6 +84,9 @@ function applyTransformation(vector, transfo) {
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* Represents a mesh. All meshes are loaded once in geo.availableMesh to avoid
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* loading at each mesh request
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* @constructor
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* @param {String} path path to the .obj file
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* @param {Object} transfo a transformation object to apply during the loading
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* @param {function} callback callback to call on the mesh
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* @memberOf geo
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*/
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geo.MeshContainer = function(path, transfo, callback) {
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@ -71,31 +101,31 @@ geo.MeshContainer = function(path, transfo, callback) {
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}
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/**
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* array of each part of the mesh
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* Array of each part of the mesh
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* @type {geo.Mesh[]}
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*/
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this.meshes = [];
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/**
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* array of the vertices of the meshes (all merged)
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* Array of the vertices of the meshes (all merged)
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* @type {geo.Vertex[]}
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*/
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this.vertices = [];
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/**
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* array of the faces of the meshes (all merged)
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* Array of the faces of the meshes (all merged)
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* @type {geo.Face[]}
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*/
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this.faces = [];
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/**
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* array of the normals of the meshes (all merged)
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* Array of the normals of the meshes (all merged)
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* @type {geo.Normal[]}
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*/
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this.normals = [];
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/**
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* array of the texture coordinates (all merged)
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* Array of the texture coordinates (all merged)
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* @type {geo.TexCoord[]}
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*/
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this.texCoords = [];
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*/
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this.numberOfFaces = 0;
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/**
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* Transformation that should be applied to the mesh when loading it
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* @type {Object}
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* @see {@link applyTransformation}
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*/
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this.transfo = transfo;
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/**
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* Function to call on the mesh once it is loaded
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* @type {function}
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*/
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this.callback = callback;
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if (path !== undefined) {
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};
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/**
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* Loads a obj file
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* Loads a obj file and apply the transformation
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* @param {string} path the path to the file
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*/
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geo.MeshContainer.prototype.loadFromFile = function(path) {
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} else if (line[0] === 'u') {
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// usemtl
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// If a current mesh exists, finish it
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// Create a new mesh
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// usemtl : create a new mesh
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currentMesh = new geo.Mesh();
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self.meshes.push(currentMesh);
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currentMesh.material = (new geo.Material(line)).name;
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var L3D = require('../../static/js/l3d.min.js');
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function readIt(sceneNumber, recoId) {
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return {
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var toZip = {
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triangles :
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JSON.parse(fs.readFileSync('./geo/generated/scene' + sceneNumber + '/triangles' + recoId + '.json')),
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areas :
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JSON.parse(fs.readFileSync('./geo/generated/scene' + sceneNumber + '/areas' + recoId + '.json'))
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};
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var ret = [];
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for (var i = 0; i < toZip.triangles.length; i++) {
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ret.push({
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index: toZip.triangles[i],
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area: toZip.areas[i]
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});
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}
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return ret;
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}
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numberOfReco = [0, 0, 12, 12, 11, 2];
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predictionTables = [];
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}
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/**
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* Checks quickly if a triangle might be in a frustum
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* @private
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* @param {Object[]} element array of thre 3 vertices of the triangle to test
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* @param {Object[]} planes array of planes (Object with normal and constant values)
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* @return {Boolean} false if we can be sure that the triangle is not in the frustum, true oherwise
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*/
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function isInFrustum(element, planes) {
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if (element instanceof Array) {
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}
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/**
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* @private
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*/
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function bisect(items, x, lo, hi) {
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var mid;
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if (typeof(lo) == 'undefined') lo = 0;
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if (typeof(hi) == 'undefined') hi = items.length;
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while (lo < hi) {
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mid = Math.floor((lo + hi) / 2);
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if (x < items[mid]) hi = mid;
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else lo = mid + 1;
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}
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return lo;
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}
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/**
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* @private
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*/
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function insort(items, x) {
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items.splice(bisect(items, x), 0, x);
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}
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/**
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* @private
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*/
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function partialSort(items, k, comparator) {
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var smallest = items.slice(0, k).sort(),
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max = smallest[k-1];
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for (var i = k, len = items.length; i < len; ++i) {
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var item = items[i];
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var cond = comparator === undefined ? item < max : comparator(item, max) < 0;
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if (cond) {
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insort(smallest, item);
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smallest.length = k;
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max = smallest[k-1];
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}
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}
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return smallest;
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}
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/**
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* A class that streams easily a mesh via socket.io
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* @memberOf geo
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@ -184,12 +161,6 @@ geo.MeshStreamer = function(path) {
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*/
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this.texCoords = [];
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this.minThreshold = 0.75;
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this.maxThreshold = 0.85;
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this.currentlyPrefetching = false;
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this.beginning = false;
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this.beginningThreshold = 0.9;
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this.frustumPercentage = 0.6;
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@ -212,6 +183,12 @@ geo.MeshStreamer = function(path) {
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};
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/**
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* Checks if a face is oriented towards the camera
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* @param {Object} camera a camera (with a position, and a direction)
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* @param {geo.Face} the face to test
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* @return {Boolean} true if the face is in the good orientation, face otherwise
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*/
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geo.MeshStreamer.prototype.isBackFace = function(camera, face) {
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var directionCamera = L3D.Tools.diff(
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var self = this;
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// var 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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// };
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// var norm = Math.sqrt(direction.x * direction.x + direction.y * direction.y + direction.z * direction.z);
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// direction.x /= norm;
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// direction.y /= norm;
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// direction.z /= norm;
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return function(face1, face2) {
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var center1 = {
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z: center1.z - camera.position.z
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};
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// var norm1 = Math.sqrt(dir1.x * dir1.x + dir1.y * dir1.y + dir1.z + dir1.z);
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// dir1.x /= norm1;
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// dir1.y /= norm1;
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// dir1.z /= norm1;
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var dot1 = dir1.x * dir1.x + dir1.y * dir1.y + dir1.z * dir1.z;
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var center2 = {
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z: center2.z - camera.position.z
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};
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// var norm2 = Math.sqrt(dir2.x * dir2.x + dir2.y * dir2.y + dir2.z + dir2.z);
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// dir2.x /= norm2;
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// dir2.y /= norm2;
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// dir2.z /= norm2;
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var dot2 = dir2.x * dir2.x + dir2.y * dir2.y + dir2.z * dir2.z;
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// Decreasing order
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};
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/**
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* Initialize the socket.io callback
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* Initialize the socket.io callbacks
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* @param {socket} socket the socket to initialize
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*/
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geo.MeshStreamer.prototype.start = function(socket) {
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this.meshIndex = 0;
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this.socket = socket;
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var self = this;
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self.chunk = 1;
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}
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self.prefetch = prefetch;
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self.mesh = geo.availableMeshes[path];
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switch (path) {
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@ -356,6 +306,9 @@ geo.MeshStreamer.prototype.start = function(socket) {
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self.predictionTable = predictionTables[3];
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};
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self.generator = geo.ConfigGenerator.createFromString(prefetch, self);
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self.backupGenerator = new geo.ConfigGenerator(self);
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if (self.mesh === undefined) {
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process.stderr.write('Wrong path for model : ' + path);
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socket.emit('refused');
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@ -434,32 +387,11 @@ geo.MeshStreamer.prototype.start = function(socket) {
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}
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// Create config for proportions of chunks
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var config;
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var didPrefetch = false;
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// if (false) {
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if (cameraExists) {
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switch (self.prefetch) {
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case 'V-PP':
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config = self.generateConfig_V_PP(cameraFrustum, recommendationClicked);
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break;
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case 'V-PD':
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config = self.generateConfig_V_PD(cameraFrustum, recommendationClicked);
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break;
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case 'V-PP+PD':
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config = self.generateConfig_V_PP_PD(cameraFrustum, recommendationClicked);
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break;
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case 'NV-PN':
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default:
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config = self.generateConfig_NV_PN(cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
// console.log(self.prefetch)
|
||||
// process.exit(-1);
|
||||
|
||||
}
|
||||
// Create config for proportions of chunks
|
||||
var didPrefetch = false;
|
||||
var config = self.generator.generateMainConfig(cameraFrustum, recommendationClicked);
|
||||
|
||||
// Send next elements
|
||||
var oldTime = Date.now();
|
||||
|
@ -474,22 +406,10 @@ geo.MeshStreamer.prototype.start = function(socket) {
|
|||
|
||||
|
||||
if (self.beginning === true && next.size < self.chunk) {
|
||||
self.beginning = false;
|
||||
|
||||
switch (self.prefetch) {
|
||||
case 'V-PP':
|
||||
config = self.generateConfig_V_PP(cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
case 'V-PD':
|
||||
config = self.generateConfig_V_PD(cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
case 'V-PP+PD':
|
||||
config = self.generateConfig_V_PP_PD(cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
case 'NV-PN':
|
||||
default:
|
||||
config = self.generateConfig_NV_PN(cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
self.beginning = false;
|
||||
config = self.generator.generateMainConfig(cameraFrustum, recommendationClicked);
|
||||
|
||||
}
|
||||
|
||||
var fillElements = self.nextElements(config, self.chunk - next.size);
|
||||
|
@ -497,30 +417,11 @@ geo.MeshStreamer.prototype.start = function(socket) {
|
|||
next.configSizes = fillElements.configSizes;
|
||||
next.data.push.apply(next.data, fillElements.data);
|
||||
next.size += fillElements.size;
|
||||
}
|
||||
|
||||
|
||||
// Chunk is not empty, compute fill config
|
||||
if (next.size < self.chunk) {
|
||||
|
||||
switch (self.prefetch) {
|
||||
case 'V-PP':
|
||||
config = self.generateFillConfig_V_PP(config, next, cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
case 'V-PD':
|
||||
config = self.generateFillConfig_V_PD(config, next, cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
case 'V-PP+PD':
|
||||
config = self.generateFillConfig_V_PP_PD(config, next, cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
case 'NV-PN':
|
||||
default:
|
||||
config = self.generateFillConfig_NV_PN(config, next, cameraFrustum, recommendationClicked);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
|
||||
config = self.generator.generateFillingConfig(config, next, cameraFrustum, recommendationClicked);
|
||||
fillElements = self.nextElements(config, self.chunk - next.size);
|
||||
|
||||
next.data.push.apply(next.data, fillElements.data);
|
||||
|
@ -528,12 +429,6 @@ geo.MeshStreamer.prototype.start = function(socket) {
|
|||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
next = { data : [], size : 0 };
|
||||
|
||||
}
|
||||
|
||||
// If still not empty, fill linear
|
||||
if (next.size < self.chunk) {
|
||||
|
||||
|
@ -544,10 +439,12 @@ geo.MeshStreamer.prototype.start = function(socket) {
|
|||
|
||||
}
|
||||
|
||||
// }
|
||||
} else {
|
||||
|
||||
// var config = [{proportion: 1, smart: true, recommendationId: 1}];
|
||||
// var next = self.nextElements(config);
|
||||
config = self.backupGenerator.generateMainConfig();
|
||||
next = self.nextElements(config, self.chunk);
|
||||
|
||||
}
|
||||
|
||||
console.log('Chunk of size ' + next.size + ' (generated in ' + (Date.now() - oldTime) + 'ms)');
|
||||
|
||||
|
@ -595,241 +492,11 @@ geo.MeshStreamer.prototype.nextMaterials = function() {
|
|||
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateConfig_NV_PN = function(cameraFrustum) {
|
||||
|
||||
var config;
|
||||
|
||||
// if (this.beginning === true) {
|
||||
|
||||
// console.log('Begining : full init');
|
||||
// config = [{recommendationId : 0, proportion:1, smart: true}];
|
||||
|
||||
|
||||
// } else {
|
||||
|
||||
// Case without prefetch
|
||||
console.log("No prefetching");
|
||||
config = [{ frustum: cameraFrustum, proportion: 1}];
|
||||
|
||||
// }
|
||||
|
||||
return config;
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateConfig_V_PD = function(cameraFrustum, recommendationClicked) {
|
||||
|
||||
var config;
|
||||
if (recommendationClicked != null) {
|
||||
|
||||
if (this.beginning === true) {
|
||||
this.beginning = false;
|
||||
}
|
||||
|
||||
// Case full reco
|
||||
console.log("Going to " + recommendationClicked);
|
||||
console.log("Recommendation is clicking : full for " + JSON.stringify(this.mesh.recommendations[recommendationClicked].position));
|
||||
config = [{recommendationId : recommendationClicked + 1, proportion: 1, smart:true}];
|
||||
|
||||
} else if (this.beginning === true) {
|
||||
|
||||
console.log('Begining : full init');
|
||||
config = [{recommendationId : 0, proportion:1, smart: true}];
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
// Case without prefetch
|
||||
console.log("No prefetching");
|
||||
config = [{ frustum: cameraFrustum, proportion: 1}];
|
||||
|
||||
}
|
||||
|
||||
return config;
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateConfig_V_PP = function(cameraFrustum) {
|
||||
|
||||
var config;
|
||||
|
||||
if (this.beginning === true) {
|
||||
|
||||
console.log('Begining : full init');
|
||||
config = [{recommendationId : 0, proportion:1, smart: true}];
|
||||
|
||||
} else {
|
||||
|
||||
// Case full prefetch
|
||||
console.log("Allow some prefetching");
|
||||
|
||||
didPrefetch = true;
|
||||
config = [{ frustum: cameraFrustum, proportion : this.frustumPercentage}];
|
||||
|
||||
if (this.predictionTable !== undefined) {
|
||||
|
||||
var sum = 0;
|
||||
|
||||
for (var i = 1; i <= this.mesh.recommendations.length; i++) {
|
||||
|
||||
sum += this.predictionTable[this.previousReco][i];
|
||||
|
||||
}
|
||||
|
||||
for (var i = 1; i <= this.mesh.recommendations.length; i++) {
|
||||
|
||||
if (this.predictionTable[this.previousReco][i] > 0) {
|
||||
|
||||
config.push({
|
||||
|
||||
proportion : this.predictionTable[this.previousReco][i] * this.prefetchPercentage / sum,
|
||||
recommendationId : i,
|
||||
smart: true
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
process.stderr.write('ERROR : PREDICTION TABLE IF UNDEFINED');
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return config;
|
||||
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateConfig_V_PP_PD = function(cameraFrustum, recommendationClicked) {
|
||||
|
||||
var config;
|
||||
|
||||
if (recommendationClicked != null) {
|
||||
|
||||
if (this.beginning === true) {
|
||||
this.beginning = false;
|
||||
}
|
||||
|
||||
// Case full reco
|
||||
console.log("Going to " + recommendationClicked);
|
||||
console.log("Recommendation is clicking : full for " + JSON.stringify(this.mesh.recommendations[recommendationClicked].position));
|
||||
config = [{recommendationId : recommendationClicked + 1, proportion: 1, smart:true}];
|
||||
|
||||
|
||||
|
||||
} else if (this.beginning === true) {
|
||||
|
||||
console.log('Begining : full init');
|
||||
config = [{recommendationId : 0, proportion:1, smart: true}];
|
||||
|
||||
|
||||
} else {
|
||||
|
||||
// Case full prefetch
|
||||
console.log("Allow some prefetching");
|
||||
|
||||
config = [{ frustum: cameraFrustum, proportion : this.frustumPercentage}];
|
||||
|
||||
// Find best recommendation
|
||||
var bestReco;
|
||||
var bestScore = -Infinity;
|
||||
var bestIndex = null;
|
||||
|
||||
if (this.predictionTable !== undefined) {
|
||||
|
||||
var sum = 0;
|
||||
|
||||
for (var i = 1; i <= this.mesh.recommendations.length; i++) {
|
||||
|
||||
sum += this.predictionTable[this.previousReco][i];
|
||||
|
||||
}
|
||||
|
||||
for (var i = 1; i <= this.mesh.recommendations.length; i++) {
|
||||
|
||||
if (this.predictionTable[this.previousReco][i] > 0) {
|
||||
|
||||
config.push({
|
||||
|
||||
proportion : this.predictionTable[this.previousReco][i] * this.prefetchPercentage / sum,
|
||||
recommendationId : i,
|
||||
smart: true
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// if (score > this.maxThreshold)
|
||||
// this.currentlyPrefetching = true;
|
||||
|
||||
} else {
|
||||
|
||||
process.stderr.write('ERROR : PREDICTION TABLE IF UNDEFINED');
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return config;
|
||||
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateFillConfig_NV_PN =
|
||||
function(previousConfig, previousResult, cameraFrustum, recommendationClicked) {
|
||||
|
||||
// Nothing to do better than linear, let default fill do its work
|
||||
return {data:[], size: 0};
|
||||
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateFillConfig_V_PP =
|
||||
function(previousConfig, previousResult, cameraFrustum, recommendationClicked) {
|
||||
|
||||
var sum = 0;
|
||||
var newConfig = [];
|
||||
|
||||
for (var i = 0; i < previousConfig.length; i++) {
|
||||
|
||||
// Check if previousConfig was full
|
||||
if (previousResult.configSizes[i] >= this.chunk * previousConfig[i].proportion) {
|
||||
|
||||
newConfig.push(previousConfig[i]);
|
||||
sum += previousConfig[i].proportion;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Normalize previousConfig probabilities
|
||||
for (var i = 0; i < newConfig.length; i++) {
|
||||
|
||||
newConfig[i].proportion /= sum;
|
||||
|
||||
}
|
||||
|
||||
return newConfig;
|
||||
|
||||
};
|
||||
|
||||
geo.MeshStreamer.prototype.generateFillConfig_V_PP_PD =
|
||||
geo.MeshStreamer.prototype.generateFillConfig_V_PP;
|
||||
|
||||
geo.MeshStreamer.prototype.generateFillConfig_V_PD =
|
||||
function(previousConfig, previousResult, cameraFrustum, recommendationClicked) {
|
||||
|
||||
return [{proportion:1, frustum: cameraFrustum}];
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Prepare the next elements
|
||||
* @param {camera} _camera a camera that can be usefull to do smart streaming (stream
|
||||
* only interesting parts according to the camera
|
||||
* @param {Object[]} config a configuration list
|
||||
* @returns {array} an array of elements ready to send
|
||||
* @see {@link https://github.com/DragonRock/3dinterface/wiki/Streaming-configuration|Configuration list documentation}
|
||||
*/
|
||||
geo.MeshStreamer.prototype.nextElements = function(config, chunk) {
|
||||
|
||||
|
@ -915,18 +582,15 @@ geo.MeshStreamer.prototype.nextElements = function(config, chunk) {
|
|||
var currentArea = 0;
|
||||
|
||||
// Fill buffer using facesToSend
|
||||
for (var faceIndex = 0; faceIndex < this.facesToSend[currentConfig.recommendationId].triangles.length; faceIndex++) {
|
||||
for (var faceIndex = 0; faceIndex < this.facesToSend[currentConfig.recommendationId].length; faceIndex++) {
|
||||
|
||||
var faceInfo = {
|
||||
index:this.facesToSend[currentConfig.recommendationId].triangles[faceIndex],
|
||||
area: this.facesToSend[currentConfig.recommendationId].areas[faceIndex]
|
||||
};
|
||||
var faceInfo = this.facesToSend[currentConfig.recommendationId][faceIndex];
|
||||
|
||||
area += faceInfo.area;
|
||||
|
||||
// if (area > 0.6) {
|
||||
// break;
|
||||
// }
|
||||
if (area > 0.9) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (this.faces[faceInfo.index] !== true) {
|
||||
|
||||
|
@ -1091,7 +755,6 @@ geo.MeshStreamer.prototype.pushFace = function(face, buffer) {
|
|||
}
|
||||
|
||||
buffer.push(face.toList());
|
||||
// this.meshFaces[meshIndex] = this.meshFaces[meshIndex] || [];
|
||||
this.faces[face.index] = true;
|
||||
totalSize+=3;
|
||||
|
||||
|
|
|
@ -122,3 +122,7 @@ function main() {
|
|||
}
|
||||
|
||||
module.exports = main;
|
||||
|
||||
if (require.main === module) {
|
||||
main();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue