Now, only the part of the mesh in front of the camera is streamed

The rest is definitly lost
This commit is contained in:
Thomas FORGIONE
2015-06-17 17:11:23 +02:00
parent d8e5d106d2
commit bfca8ceab1
5 changed files with 130 additions and 31 deletions

View File

@@ -223,8 +223,8 @@ mesh.Face.prototype.maxTexture = function() {
}
}
mesh.Face.prototype.toList = function() {
var l = ['f', this.index,
mesh.Face.prototype.toList = function(parameter) {
var l = ['f', this.index, parameter,
[this.a, this.b, this.c ],
isNaN(this.aTexture) ? [] : [this.aTexture, this.bTexture, this.cTexture],
isNaN(this.aNormal ) ? [] : [this.aNormal, this.bNormal, this.cNormal ]

View File

@@ -112,6 +112,7 @@ geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
if (typeof callback === 'function') {
callback();
}
});
}
@@ -138,7 +139,31 @@ geo.MeshStreamer.prototype.start = function(socket) {
});
socket.on('next', function() {
socket.on('next', function(_camera) {
var camera = {
position: {
x: _camera[0]*10,
y: _camera[1]*10,
z: _camera[2]*10
},
target: {
x: _camera[3]*10,
y: _camera[4]*10,
z: _camera[5]*10
}
}
var direction = {
x: camera.target.x - camera.position.x,
y: camera.target.y - camera.position.y,
z: camera.target.z - camera.position.z
}
var norm = direction.x * direction.x + direction.y * direction.y + direction.z * direction.z;
direction.x /= norm;
direction.y /= norm;
direction.z /= norm;
// Send next elements
var currentMesh = self.meshes[self.meshIndex];
@@ -148,7 +173,8 @@ geo.MeshStreamer.prototype.start = function(socket) {
var sent = 0;
while (sent < 500) {
while (sent < 100) {
if (currentMesh.faceIndex === -1) {
@@ -172,6 +198,7 @@ geo.MeshStreamer.prototype.start = function(socket) {
}
data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
currentMesh.faceIndex++;
sent++;
continue;
@@ -181,6 +208,14 @@ geo.MeshStreamer.prototype.start = function(socket) {
if (currentFace === undefined) {
currentMesh = self.meshes[++self.meshIndex];
if (currentMesh === undefined) {
socket.emit('elements', data);
socket.disconnect();
return;
}
continue;
}
@@ -191,6 +226,50 @@ geo.MeshStreamer.prototype.start = function(socket) {
var vertex2 = self.vertices[currentFace.b];
var vertex3 = self.vertices[currentFace.c];
var v1 = {
x: vertex1.x - camera.position.x,
y: vertex1.y - camera.position.y,
z: vertex1.z - camera.position.z
};
var v2 = {
x: vertex2.x - camera.position.x,
y: vertex2.y - camera.position.y,
z: vertex2.z - camera.position.z
};
var v3 = {
x: vertex3.x - camera.position.x,
y: vertex3.y - camera.position.y,
z: vertex3.z - camera.position.z
};
norm = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
v1.x /= norm;
v1.y /= norm;
v1.z /= norm;
norm = v2.x * v2.x + v2.y * v2.y + v2.z * v2.z;
v2.x /= norm;
v2.y /= norm;
v2.z /= norm;
norm = v3.x * v3.x + v3.y * v3.y + v3.z * v3.z;
v3.x /= norm;
v3.y /= norm;
v3.z /= norm;
if (
direction.x * v1.x + direction.y * v1.y + direction.z * v1.z < 0 &&
direction.x * v2.x + direction.y * v2.y + direction.z * v2.z < 0 &&
direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
) {
currentFace.sent = false;
continue;
}
if (!vertex1.sent) { data.push(vertex1.toList()); vertex1.sent = true; sent++;}
if (!vertex2.sent) { data.push(vertex2.toList()); vertex2.sent = true; sent++;}
if (!vertex3.sent) { data.push(vertex3.toList()); vertex3.sent = true; sent++;}
@@ -213,10 +292,13 @@ geo.MeshStreamer.prototype.start = function(socket) {
currentFace.index = currentMesh.faceIndex;
data.push(currentFace.toList()); currentFace.sent = true;
data.push(currentFace.toList(self.meshIndex)); currentFace.sent = true;
sent++;
}
// console.log(self.meshIndex);
// console.log(data);
// Emit self.chunk faces (and the corresponding vertices if not emitted)
socket.emit('elements', data);