Improved progressive renderer... still bugged
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bfca8ceab1
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b94725ab7c
24
geo/Mesh.js
24
geo/Mesh.js
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@ -6,8 +6,10 @@ mesh.Mesh = function() {
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this.faces = [];
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this.texCoords = [];
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this.normals = [];
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this.faceIndex = -1;
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this.faceIndex = 0;
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this.material = null;
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this.started = false;
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this.finished = false;
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}
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mesh.Mesh.prototype.hasNormals = function() {
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@ -71,7 +73,7 @@ mesh.Mesh.prototype.addNormal = function(normal) {
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} else if (typeof normal === 'string' || normal instanceof String) {
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this.normals.push(new mesh.Normal(normal));
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} else {
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console.error("Cann only add normal from mesh.Normal of string");
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console.error("Can only add normal from mesh.Normal of string");
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return;
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}
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@ -79,7 +81,19 @@ mesh.Mesh.prototype.addNormal = function(normal) {
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}
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mesh.Mesh.prototype.isFinished = function() {
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return this.faces.length < this.faceIndex;
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// return this.faceIndex === this.faces.length;
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for (var i = 0; i < this.faces.length; i++) {
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if (!(this.faces[i].sent)) {
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return false;
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}
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}
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return true;
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}
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// Vertex
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@ -223,8 +237,8 @@ mesh.Face.prototype.maxTexture = function() {
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}
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}
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mesh.Face.prototype.toList = function(parameter) {
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var l = ['f', this.index, parameter,
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mesh.Face.prototype.toList = function() {
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var l = ['f', this.index, this.meshIndex,
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[this.a, this.b, this.c ],
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isNaN(this.aTexture) ? [] : [this.aTexture, this.bTexture, this.cTexture],
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isNaN(this.aNormal ) ? [] : [this.aNormal, this.bNormal, this.cNormal ]
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@ -19,7 +19,6 @@ geo.MeshStreamer = function(path, callback) {
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if (path !== undefined) {
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var self = this;
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this.loadFromFile(path, function() {
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if (typeof callback === 'function')
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callback();
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@ -31,6 +30,8 @@ geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
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var self = this;
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fs.readFile(path, function(err, data) {
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var oldTime = Date.now();
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var currentMesh;
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// Get lines from file
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@ -84,12 +85,14 @@ geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
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// Create faces (two if Face4)
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var faces = currentMesh.addFaces(line);
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faces[0].index = self.faces.length;
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faces[0].index = currentMesh.faces.length - (faces.length === 2 ? 1 : 2);
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faces[0].meshIndex = self.meshes.length - 1;
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self.faces.push(faces[0]);
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if (faces.length === 2) {
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faces[1].index = self.faces.length;
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faces[1].index = currentMesh.faces.length - 1;
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faces[1].meshIndex = self.meshes.length - 1;
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self.faces.push(faces[1]);
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}
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@ -113,12 +116,15 @@ geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
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callback();
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}
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console.log(Date.now() - oldTime);
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});
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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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@ -139,92 +145,98 @@ geo.MeshStreamer.prototype.start = function(socket) {
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});
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socket.on('next', function(_camera) {
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socket.on('next', function(camera) {
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var camera = {
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position: {
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x: _camera[0]*10,
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y: _camera[1]*10,
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z: _camera[2]*10
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},
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target: {
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x: _camera[3]*10,
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y: _camera[4]*10,
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z: _camera[5]*10
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}
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}
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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 = 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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// Send next elements
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var currentMesh = self.meshes[self.meshIndex];
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var currentFace;
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var next = self.nextElements(camera);
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var data = [];
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// console.log(self.meshIndex);
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// console.log(data);
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var sent = 0;
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// Emit self.chunk faces (and the corresponding vertices if not emitted)
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socket.emit('elements', next.data);
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while (sent < 100) {
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if (next.finished) {
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socket.disconnect();
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if (currentMesh.faceIndex === -1) {
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}
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// Must give usemtl
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data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
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sent++;
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currentFace = currentMesh.faces[++currentMesh.faceIndex];
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});
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}
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} else if (currentMesh.isFinished()) {
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geo.MeshStreamer.prototype.nextElements = function(_camera) {
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// Must switch to next mesh
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currentMesh = self.meshes[++self.meshIndex];
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// Prepare camera (and scale to model)
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var camera = {
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position: {
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x: _camera[0]*10,
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y: _camera[1]*10,
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z: _camera[2]*10
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},
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target: {
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x: _camera[3]*10,
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y: _camera[4]*10,
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z: _camera[5]*10
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}
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}
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// If not other mesh, we finished
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if (currentMesh === undefined) {
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// Compute camera direction
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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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socket.emit('elements', data);
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socket.disconnect();
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return;
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var sent = 0;;
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var data = [];
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}
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var mightBeCompletetlyFinished = true;
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for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
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var currentMesh = this.meshes[meshIndex];
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if (currentMesh.isFinished()) {
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continue;
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} else {
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mightBeCompletetlyFinished = false;
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}
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for (var faceIndex = 0; faceIndex < currentMesh.faces.length; faceIndex++) {
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var currentFace = currentMesh.faces[faceIndex];
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if (currentFace.sent) {
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data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
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currentMesh.faceIndex++;
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sent++;
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continue;
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} else {
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currentFace = currentMesh.faces[++currentMesh.faceIndex];
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if (currentFace === undefined) {
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currentMesh = self.meshes[++self.meshIndex];
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if (currentMesh === undefined) {
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socket.emit('elements', data);
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socket.disconnect();
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return;
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}
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continue;
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}
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}
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var vertex1 = self.vertices[currentFace.a];
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var vertex2 = self.vertices[currentFace.b];
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var vertex3 = self.vertices[currentFace.c];
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if (!currentMesh.started) {
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// Send usemtl
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data.push([
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'u',
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currentMesh.material,
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currentMesh.vertices.length,
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currentMesh.faces.length,
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this.texCoords.length > 0,
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this.normals.length > 0
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]);
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sent++;
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currentMesh.started = true;
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}
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var vertex1 = this.vertices[currentFace.a];
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var vertex2 = this.vertices[currentFace.b];
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var vertex3 = this.vertices[currentFace.c];
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var v1 = {
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x: vertex1.x - camera.position.x,
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@ -244,66 +256,113 @@ geo.MeshStreamer.prototype.start = function(socket) {
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z: vertex3.z - camera.position.z
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};
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norm = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
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v1.x /= norm;
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v1.y /= norm;
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v1.z /= norm;
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norm = v2.x * v2.x + v2.y * v2.y + v2.z * v2.z;
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v2.x /= norm;
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v2.y /= norm;
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v2.z /= norm;
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norm = v3.x * v3.x + v3.y * v3.y + v3.z * v3.z;
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v3.x /= norm;
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v3.y /= norm;
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v3.z /= norm;
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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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currentFace.sent = false;
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continue;
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}
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if (!vertex1.sent) { data.push(vertex1.toList()); vertex1.sent = true; sent++;}
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if (!vertex2.sent) { data.push(vertex2.toList()); vertex2.sent = true; sent++;}
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if (!vertex3.sent) { data.push(vertex3.toList()); vertex3.sent = true; sent++;}
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if (!vertex1.sent) {
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var normal1 = self.normals[currentFace.aNormal];
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var normal2 = self.normals[currentFace.bNormal];
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var normal3 = self.normals[currentFace.cNormal];
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data.push(vertex1.toList());
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vertex1.sent = true;
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sent++;
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if (normal1 !== undefined && !normal1.sent) { data.push(normal1.toList()); normal1.sent = true; sent++;}
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if (normal2 !== undefined && !normal2.sent) { data.push(normal2.toList()); normal2.sent = true; sent++;}
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if (normal3 !== undefined && !normal3.sent) { data.push(normal3.toList()); normal3.sent = true; sent++;}
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}
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var tex1 = self.texCoords[currentFace.aTexture];
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var tex2 = self.texCoords[currentFace.bTexture];
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var tex3 = self.texCoords[currentFace.cTexture];
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if (!vertex2.sent) {
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if (tex1 !== undefined && !tex1.sent) { data.push(tex1.toList()); tex1.sent = true; sent++;}
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if (tex2 !== undefined && !tex2.sent) { data.push(tex2.toList()); tex2.sent = true; sent++;}
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if (tex3 !== undefined && !tex3.sent) { data.push(tex3.toList()); tex3.sent = true; sent++;}
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data.push(vertex2.toList());
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vertex2.sent = true;
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sent++;
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currentFace.index = currentMesh.faceIndex;
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}
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if (!vertex3.sent) {
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data.push(vertex3.toList());
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vertex3.sent = true;
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sent++;
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}
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var normal1 = this.normals[currentFace.aNormal];
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var normal2 = this.normals[currentFace.bNormal];
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var normal3 = this.normals[currentFace.cNormal];
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if (normal1 !== undefined && !normal1.sent) {
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data.push(normal1.toList());
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normal1.sent = true;
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sent++;
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}
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if (normal2 !== undefined && !normal2.sent) {
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data.push(normal2.toList());
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normal2.sent = true;
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sent++;
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}
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if (normal3 !== undefined && !normal3.sent) {
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data.push(normal3.toList());
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normal3.sent = true;
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sent++;
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}
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var tex1 = this.texCoords[currentFace.aTexture];
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var tex2 = this.texCoords[currentFace.bTexture];
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var tex3 = this.texCoords[currentFace.cTexture];
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if (tex1 !== undefined && !tex1.sent) {
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data.push(tex1.toList());
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tex1.sent = true;
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sent++;
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}
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if (tex2 !== undefined && !tex2.sent) {
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data.push(tex2.toList());
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tex2.sent = true;
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sent++;
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}
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if (tex3 !== undefined && !tex3.sent) {
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data.push(tex3.toList());
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tex3.sent = true;
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sent++;
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}
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data.push(currentFace.toList());
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currentFace.sent = true;
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currentMesh.faceIndex++;
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data.push(currentFace.toList(self.meshIndex)); currentFace.sent = true;
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sent++;
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if (sent > 500) {
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return {data: data, finished: false};
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}
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}
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// console.log(self.meshIndex);
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// console.log(data);
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// Emit self.chunk faces (and the corresponding vertices if not emitted)
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socket.emit('elements', data);
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}
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return {data: data, finished: mightBeCompletetlyFinished};
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});
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}
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module.exports = geo;
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@ -126,10 +126,22 @@ ProgressiveLoaderGeometry.prototype.initIOCallbacks = function() {
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this.socket.on('elements', function(arr) {
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if (arr.length === 0) {
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console.log("Empty array");
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} else {
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console.log("Stuff received");
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}
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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 = _parseList2(arr[i]);
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// console.log(arr[i]);
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// console.log(elts);
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if (elt.type === 'vertex') {
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