Prefetching working now
This commit is contained in:
@@ -5,9 +5,12 @@ var L3D = require('../../static/js/l3d.min.js');
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try
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{
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var predictionTables = [
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JSON.parse(fs.readFileSync('./mat1.json')),
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JSON.parse(fs.readFileSync('./mat2.json')),
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JSON.parse(fs.readFileSync('./mat3.json'))
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JSON.parse(fs.readFileSync('./geo/mat1.json')),
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JSON.parse(fs.readFileSync('./geo/mat2.json')),
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JSON.parse(fs.readFileSync('./geo/mat3.json')),
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[[1,1,0],
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[1,2,0],
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[2,1,0]]
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];
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} catch (e) {
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process.stderr.write('No prefetching will be done !');
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@@ -25,7 +28,7 @@ function isInFrustum(element, planes) {
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var vertex = element[i];
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var currentOutcode = "";
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for (var j = 0; j < planes.length; j++) {
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for (var j = 0; j < planes.length; j++) {
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var plane = planes[j];
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@@ -156,7 +159,7 @@ geo.MeshStreamer = function(path) {
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* Number of element to send by packet
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* @type {Number}
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*/
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this.chunk = 500;
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this.chunk = 5000;
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this.previousReco = 0;
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@@ -278,12 +281,14 @@ geo.MeshStreamer.prototype.start = function(socket) {
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var self = this;
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socket.on('request', function(path, laggy) {
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socket.on('request', function(path, laggy, prefetch) {
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if (laggy === true) {
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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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@@ -299,6 +304,8 @@ geo.MeshStreamer.prototype.start = function(socket) {
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case '/static/data/whomp/Whomps Fortress_sub.obj':
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self.predictionTable = predictionTables[2];
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break;
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default:
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self.predictionTable = predictionTables[3];
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};
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if (self.mesh === undefined) {
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@@ -358,7 +365,7 @@ geo.MeshStreamer.prototype.start = function(socket) {
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planes: []
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};
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var shouldPrefetch = _camera[2];
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var fullFrustum = _camera[2];
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for (i = 3; i < _camera.length; i++) {
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@@ -375,60 +382,122 @@ geo.MeshStreamer.prototype.start = function(socket) {
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}
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// Find best recommendation
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var bestReco;
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var bestScore = -Infinity;
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var bestIndex = null;
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// Create config for proportions of chunks
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var config;
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if (self.prefetch) {
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if (self.predictionTable !== undefined) {
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config = [{ frustum: cameraFrustum, proportion : 0.5}];
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for (var i = 0; i < self.mesh.recommendations.length; i++) {
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// Find best recommendation
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var bestReco;
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var bestScore = -Infinity;
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var bestIndex = null;
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if (self.predictionTable[self.previousReco][i+1] > bestScore) {
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if (self.predictionTable !== undefined) {
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bestReco = self.mesh.recommendations[i];
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bestScore = self.predictionTable[self.previousReco][i+1];
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bestIndex = i;
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var sum = 0;
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for (var i = 0; i < self.mesh.recommendations.length; i++) {
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sum += self.predictionTable[self.previousReco][i];
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}
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for (var i = 0; i < self.mesh.recommendations.length; i++) {
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if (self.predictionTable[self.previousReco][i] > 0) {
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config.push({
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proportion : self.predictionTable[self.previousReco][i] / (2 * sum),
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frustum : self.mesh.recommendations[i]
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});
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}
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}
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// console.log(config.map(function(o) { return o.proportion; }));
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} else {
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// For sponza
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bestReco = self.mesh.recommendations[0];
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}
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if (!fullFrustum) {
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// console.log('Frustum and prefetch : ' + (cameraFrustum !== undefined) + ' ' + (bestReco !== undefined));
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} else {
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// console.log('Full frustum fetching (reco clicked)');
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config = [{
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proportion: 1,
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frustum: cameraFrustum
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}];
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}
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} else {
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// For sponza
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bestReco = self.mesh.recommendations[0];
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}
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// Create config for proportions of chunks
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var config = [];
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if (shouldPrefetch) {
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// Camera cull
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config.push({
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proportion: 0.5,
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frustum: cameraFrustum
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});
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config.push({
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proportion: 0.5,
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frustum: bestReco
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});
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config = [{frustum: cameraFrustum, proportion: 1}];
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}
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// Send next elements
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var oldTime = Date.now();
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var next = self.nextElements(config);
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// console.log(next.configSizes);
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// console.log('Time to generate chunk : ' + (Date.now() - oldTime) + 'ms');
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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();
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var tmp = self.nextElements([
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// {
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// proportion: 1,
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// frustum: cameraFrustum
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// }
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]);
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next.data = tmp.data;
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} else if (!self.prefetch && next.size < this.chunk) {
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// Recompute config
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var newConfig = [];
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var sum = 0;
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for (var i = 0; i < config.length; i++) {
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// Check if config was full
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if (next.configSizes[i] < this.chunk * config[i].proportion) {
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newConfig.push(config[i]);
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sum += config[i].proportion;
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}
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}
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for (var i = 0; i < newConfig.length; i++) {
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newConfig[i].proportion /= sum;
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}
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// Normalize config probabilities
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var newData = self.nextElements(newConfig, this.chunk - next.size);
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next.data = next.data.push.apply(next.data, newData.data);
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}
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socket.emit('elements', next.data);
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@@ -479,175 +548,186 @@ 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(config) {
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geo.MeshStreamer.prototype.nextElements = function(config, chunk) {
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if (chunk === undefined)
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chunk = this.chunk;
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var i;
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var data = [];
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var configSizes = [];
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var mightBeCompletetlyFinished = true;
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// BOOM
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// if (camera != null)
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// this.mesh.faces.sort(this.faceComparator(camera));
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if (config === undefined) { config = [] }
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if (config.length === 0) {
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config.push({
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proportion: 1
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});
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}
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configloop:
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for (var configIndex = 0; configIndex < config.length + 1; configIndex++) {
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totalSize = 0;
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for (var configIndex = 0; configIndex < config.length; configIndex++) {
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var sent = 0;
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configSizes[configIndex] = 0;
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}
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faceloop:
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for (var faceIndex = 0; faceIndex < this.mesh.faces.length; faceIndex++) {
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var currentFace = this.mesh.faces[faceIndex];
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if (this.faces[currentFace.index] === true) {
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continue;
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// config[0] should always be cameraFrustum, with eventually 0 proportion
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var currentConfig = configIndex !== config.length ? config[configIndex] : config[0];
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if (currentConfig === undefined) {
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currentConfig = {
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proportion : Infinity,
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}
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}
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for (var faceIndex = 0; faceIndex < this.mesh.faces.length; faceIndex++) {
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mightBeCompletetlyFinished = false;
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var currentFace = this.mesh.faces[faceIndex];
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var vertex1 = this.mesh.vertices[currentFace.a];
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var vertex2 = this.mesh.vertices[currentFace.b];
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var vertex3 = this.mesh.vertices[currentFace.c];
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if (this.faces[currentFace.index] === true) {
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for (var configIndex = 0; configIndex < config.length; configIndex++) {
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continue;
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var currentConfig = config[configIndex];
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}
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mightBeCompletetlyFinished = false;
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var vertex1 = this.mesh.vertices[currentFace.a];
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var vertex2 = this.mesh.vertices[currentFace.b];
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var vertex3 = this.mesh.vertices[currentFace.c];
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if (currentConfig.frustum !== undefined) {
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if ( configSizes[configIndex] < chunk * currentConfig.proportion) {
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var display = false;
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var exitToContinue = false;
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threeVertices = [vertex1, vertex2, vertex3];
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var threeVertices = [vertex1, vertex2, vertex3];
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// Frustum culling
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if (!isInFrustum(threeVertices, currentConfig.frustum.planes)) {
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continue;
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if (currentConfig.frustum === undefined || (isInFrustum(threeVertices, currentConfig.frustum.planes) && !this.isBackFace(currentConfig.frustum, currentFace))) {
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// Send face
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if (!this.vertices[currentFace.a]) {
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data.push(vertex1.toList());
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this.vertices[currentFace.a] = true;
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configSizes[configIndex]++;
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}
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if (!this.vertices[currentFace.b]) {
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data.push(vertex2.toList());
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this.vertices[currentFace.b] = true;
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configSizes[configIndex]++;
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}
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if (!this.vertices[currentFace.c]) {
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data.push(vertex3.toList());
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this.vertices[currentFace.c] = true;
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configSizes[configIndex]++;
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}
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var normal1 = this.mesh.normals[currentFace.aNormal];
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var normal2 = this.mesh.normals[currentFace.bNormal];
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var normal3 = this.mesh.normals[currentFace.cNormal];
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if (normal1 !== undefined && !this.normals[currentFace.aNormal]) {
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data.push(normal1.toList());
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this.normals[currentFace.aNormal] = true;
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configSizes[configIndex]++;
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totalSize++;
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}
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if (normal2 !== undefined && !this.normals[currentFace.bNormal]) {
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data.push(normal2.toList());
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this.normals[currentFace.bNormal] = true;
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configSizes[configIndex]++;
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totalSize++;
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}
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if (normal3 !== undefined && !this.normals[currentFace.cNormal]) {
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data.push(normal3.toList());
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this.normals[currentFace.cNormal] = true;
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configSizes[configIndex]++;
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totalSize++;
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}
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var tex1 = this.mesh.texCoords[currentFace.aTexture];
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var tex2 = this.mesh.texCoords[currentFace.bTexture];
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var tex3 = this.mesh.texCoords[currentFace.cTexture];
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if (tex1 !== undefined && !this.texCoords[currentFace.aTexture]) {
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data.push(tex1.toList());
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this.texCoords[currentFace.aTexture] = true;
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configSizes[configIndex]++;
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totalSize++;
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}
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if (tex2 !== undefined && !this.texCoords[currentFace.bTexture]) {
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data.push(tex2.toList());
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this.texCoords[currentFace.bTexture] = true;
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configSizes[configIndex]++;
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totalSize++;
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}
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if (tex3 !== undefined && !this.texCoords[currentFace.cTexture]) {
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data.push(tex3.toList());
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this.texCoords[currentFace.cTexture] = true;
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configSizes[configIndex]++;
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totalSize++;
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}
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data.push(currentFace.toList());
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// this.meshFaces[meshIndex] = this.meshFaces[meshIndex] || [];
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this.faces[currentFace.index] = true;
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configSizes[configIndex]+=3;
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totalSize+=3;
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// this.meshFaces[meshIndex].counter++;
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// currentMesh.faceIndex++;
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// if (totalSize > chunk) {
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// // console.log(configIndex, sent/(chunk * currentConfig.proportion));
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// return {data: data, finsihed:false, configSizes: configSizes, size: totalSize};
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// }
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// Loop on next face
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continue faceloop;
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}
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// Backface culling
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if (this.isBackFace(currentConfig.frustum, currentFace)) {
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continue;
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}
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}
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if (!this.vertices[currentFace.a]) {
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if (totalSize > chunk) {
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data.push(vertex1.toList());
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this.vertices[currentFace.a] = true;
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sent++;
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}
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if (!this.vertices[currentFace.b]) {
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data.push(vertex2.toList());
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this.vertices[currentFace.b] = true;
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sent++;
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}
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if (!this.vertices[currentFace.c]) {
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data.push(vertex3.toList());
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this.vertices[currentFace.c] = true;
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sent++;
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}
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var normal1 = this.mesh.normals[currentFace.aNormal];
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var normal2 = this.mesh.normals[currentFace.bNormal];
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var normal3 = this.mesh.normals[currentFace.cNormal];
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if (normal1 !== undefined && !this.normals[currentFace.aNormal]) {
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data.push(normal1.toList());
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this.normals[currentFace.aNormal] = true;
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sent++;
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}
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if (normal2 !== undefined && !this.normals[currentFace.bNormal]) {
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data.push(normal2.toList());
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this.normals[currentFace.bNormal] = true;
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sent++;
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}
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if (normal3 !== undefined && !this.normals[currentFace.cNormal]) {
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data.push(normal3.toList());
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this.normals[currentFace.cNormal] = true;
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sent++;
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}
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var tex1 = this.mesh.texCoords[currentFace.aTexture];
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var tex2 = this.mesh.texCoords[currentFace.bTexture];
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var tex3 = this.mesh.texCoords[currentFace.cTexture];
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if (tex1 !== undefined && !this.texCoords[currentFace.aTexture]) {
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data.push(tex1.toList());
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this.texCoords[currentFace.aTexture] = true;
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sent++;
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}
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if (tex2 !== undefined && !this.texCoords[currentFace.bTexture]) {
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data.push(tex2.toList());
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this.texCoords[currentFace.bTexture] = true;
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sent++;
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}
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if (tex3 !== undefined && !this.texCoords[currentFace.cTexture]) {
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data.push(tex3.toList());
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this.texCoords[currentFace.cTexture] = true;
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sent++;
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}
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data.push(currentFace.toList());
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// this.meshFaces[meshIndex] = this.meshFaces[meshIndex] || [];
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this.faces[currentFace.index] = true;
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// this.meshFaces[meshIndex].counter++;
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// currentMesh.faceIndex++;
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sent++;
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if (data.length > this.chunk) {
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// console.log(configIndex, sent/(this.chunk * currentConfig.proportion));
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return {data: data, finsihed:false};
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}
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if (sent > this.chunk * currentConfig.proportion) {
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// console.log(configIndex, sent/(this.chunk * currentConfig.proportion));
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continue configloop;
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// console.log(configIndex, sent/(chunk * currentConfig.proportion));
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return {data: data, finsihed:false, configSizes: configSizes, size: totalSize};
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}
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}
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return {data: data, finished: mightBeCompletetlyFinished};
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}
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return {data: data, finished: mightBeCompletetlyFinished};
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return {data: data, finished: mightBeCompletetlyFinished, configSizes: configSizes};
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};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user