A lot of work, cleaning streaming

This commit is contained in:
Thomas FORGIONE
2015-06-15 17:04:19 +02:00
parent bae2910216
commit f89e52dc5a
5 changed files with 465 additions and 424 deletions

View File

@@ -1,194 +1,182 @@
var _parseList = function(arr) {
// For example
// arr = [ 'f', 0, 0, 1, 2];
// type index first second third
var ret = {};
ret.index = arr[1];
if (arr[0] === 'v') {
ret.type = 'vertex';
ret.x = arr[2];
ret.y = arr[3];
ret.z = arr[4];
} else if (arr[0] === 'vt') {
ret.type = 'texCoord';
ret.x = arr[2];
ret.y = arr[3];
} else if (arr[0] === 'f') {
ret.type = 'face';
if (arr.length === 5 ) {
// Simple Face3
ret.a = arr[2];
ret.b = arr[3];
ret.c = arr[4];
} else if (arr.length === 8) {
// Face3 with textures and maybe normals
ret.a = arr[2];
ret.b = arr[3];
ret.c = arr[4];
}
}
return ret;
}
var ProgressiveLoader = function(path, scene, callback) {
// Create MTLLoader
var loader = new THREE.MTLLoader(path.substring(0, path.lastIndexOf('/')) + '/');
loader.load(path.replace('.obj', '.mtl'), function(materialCreator) {
// Init attributes
this.objPath = path;
this.texturesPath = path.substring(0, path.lastIndexOf('/')) + '/';
this.mtlPath = path.replace('.obj', '.mtl');
this.scene = scene;
this.callback = callback;
this.counter = 0;
this.obj = new THREE.Object3D();
scene.add(this.obj);
this.vertices = [];
this.texCoords = [];
// Init MTLLoader
this.loader = new THREE.MTLLoader(this.texturesPath);
// Init io stuff
this.socket = io();
this.initIOCallbacks();
}
ProgressiveLoader.prototype.load = function() {
var self = this;
this.loader.load(self.mtlPath, function(materialCreator) {
materialCreator.preload();
// Create mesh
var obj = new THREE.Object3D();
obj.up = new THREE.Vector3(0,0,1);
glob = obj;
var currentMesh;
var currentMaterial;
var added = false;
var finished = false;
var socket = io();
var vertices = [];
var textCoords = [];
var uvs = [];
var faces = [];
// Init streaming with socket
socket.emit('request', path.substring(1, path.length));
// When server's ready, start asking for the mesh
socket.on('ok', function() {
socket.emit('next');
});
// When receiving elements
socket.on('elements', function(arr) {
console.log("Got stuff");
if (!finished) {
socket.emit('next');
}
// Launch this code in async
setTimeout(function() {
// We'll receive an array of string (obj)
for (var i = 0; i < arr.length; i++) {
var elts = arr[i];
// console.log(line);
if (elts[0] === 'v') {
vertices.push(new THREE.Vector3(
elts[1],
elts[2],
elts[3]
));
} else if (elts[0] === 'vt') {
textCoords.push(new THREE.Vector2(
elts[1],
elts[2]
));
} else if (elts[0] === 'f') {
faces.push(new THREE.Face3(
elts[1],
elts[2],
elts[3]
));
// If the face has 4 vertices, create second triangle
if (elts.length === 5 || elts.length === 9) {
faces.push(new THREE.Face3(
elts[1],
elts[3],
elts[4]
));
}
// Add texture
if (elts.length === 7) {
uvs.push([
textCoords[elts[4]],
textCoords[elts[5]],
textCoords[elts[6]]
]);
}
if (elts.length === 9) {
uvs.push([
textCoords[elts[5]],
textCoords[elts[6]],
textCoords[elts[7]]
]);
}
if (elts.length === 9) {
uvs.push([
textCoords[elts[5]],
textCoords[elts[7]],
textCoords[elts[8]]
]);
}
// Add currentMesh to scene one there are a few faces in it
if (!added) {
scene.add(obj);
added = true;
}
if (!currentMesh) {
var geo = new THREE.Geometry();
geo.vertices = vertices;
geo.faces = faces;
geo.faceVertexUvs = [uvs];
var material, tmp = currentMaterial;
if (currentMaterial === undefined || currentMaterial === null) {
material = new THREE.MeshLambertMaterial({color: 'red'});
} else {
material = materialCreator.materials[currentMaterial.trim()];
material.side = THREE.DoubleSide;
if (material.map)
material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
currentMaterial = null;
}
currentMesh = new THREE.Mesh(geo, material);
if (typeof callback === 'function') {
callback(currentMesh, obj);
}
currentMesh.geometry.computeFaceNormals();
}
obj.add(currentMesh);
} else if (elts[0] === 'u') {
// Add current mesh
// if (currentMesh) {
// obj.add(currentMesh);
// }
// Prepare new mesh
faces = [];
uvs = [];
// currentMesh.geometry.computeFaceNormals();
if (currentMesh) {
currentMesh.geometry.computeFaceNormals();
currentMesh.geometry.computeBoundingSphere();
currentMesh.geometry.groupsNeedUpdate = true;
currentMesh.geometry.elementsNeedUpdate = true;
currentMesh.geometry.normalsNeedUpdate = true;
currentMesh.geometry.uvsNeedUpdate = true;
}
currentMaterial = elts[1];
currentMesh = null;
// console.log(material.map);
// currentMesh = new THREE.Mesh(geo, material);
}
}
if (currentMesh) {
currentMesh.material.side = THREE.DoubleSide;
currentMesh.geometry.computeFaceNormals();
currentMesh.geometry.computeBoundingSphere();
currentMesh.geometry.groupsNeedUpdate = true;
currentMesh.geometry.elementsNeedUpdate = true;
currentMesh.geometry.normalsNeedUpdate = true;
currentMesh.geometry.uvsNeedUpdate = true;
}
},0);
});
socket.on('disconnect', function() {
console.log("Finished");
finished = true;
});
self.start();
});
}
ProgressiveLoader.prototype.initIOCallbacks = function() {
var self = this;
this.socket.on('usemtl', function(materialName, verticesNumber, facesNumber, texCoordsNumber) {
// Create mesh material
var material;
if (materialName === null) {
// If no material, create a default material
material = new THREE.MeshLambertMaterial({color: 'red'});
} else {
// If material name exists, load if from material, and do a couple of settings
material = materialCreator.materials[currentMaterial.trim()];
material.side = THREE.DoubleSide;
if (material.map)
material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
}
// Create mesh geometry
var geometry = new THREE.BufferGeometry();
geometry.dynamic = true;
var positionArray = new Float32Array(facesNumber * 3 * 3);
var positionAttribute = new THREE.BufferAttribute(positionArray, 3);
geometry.addAttribute('position', positionAttribute);
// Create mesh
var mesh = new THREE.Mesh(geometry, material);
// Add mesh to obj
self.currentMesh = mesh;
self.obj.add(mesh);
// Ask for next
self.socket.emit('next');
});
this.socket.on('ok', function() {
console.log('ok');
self.socket.emit('next');
});
this.socket.on('elements', function(arr) {
console.log("Received elements for the " + (++self.counter) + "th time !");
for (var i = 0; i < arr.length; i++) {
var elt = _parseList(arr[i]);
// console.log(elts);
if (elt.type === 'vertex') {
// New vertex arrived
self.vertices[elt.index] = [elt.x, elt.y, elt.z];
} else if (elt.type === 'texCoord') {
// New texCoord arrived
self.texCoords[elt.index] = [elt.x, elt.y, elt.z];
} else if (elt.type === 'face') {
// New face arrived : add it into current mesh
self.currentMesh.geometry.attributes.position.array[elt.index * 9 ] = self.vertices[elt.a][0];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 1] = self.vertices[elt.a][1];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 2] = self.vertices[elt.a][2];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 3] = self.vertices[elt.b][0];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 4] = self.vertices[elt.b][1];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 5] = self.vertices[elt.b][2];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 6] = self.vertices[elt.c][0];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 7] = self.vertices[elt.c][1];
self.currentMesh.geometry.attributes.position.array[elt.index * 9 + 8] = self.vertices[elt.c][2];
self.currentMesh.geometry.attributes.position.needsUpdate = true;
}
}
// Ask for next elements
self.socket.emit('next');
});
this.socket.on('disconnect', function() {
console.log('Finished !');
self.finished = true;
});
}
ProgressiveLoader.prototype.start = function() {
this.socket.emit('request', this.objPath);
}

View File

@@ -1,5 +1,5 @@
var mesh_number = 25;
var renderer, scene, controls, cube, container, plane, mouse= {x:0, y:0}, sphere;
var renderer, scene, controls, cube, container, plane, mouse= {x:0, y:0}, sphere, sphereLoader;
var bigmesh;
var raycaster;
var objects = [];
@@ -45,7 +45,9 @@ function init() {
// Load the scene
// loader = new THREE.OBJLoader();
sphere = ProgressiveLoader('static/data/spheres/' + params.get.res + '.obj', scene);
sphereLoader = new ProgressiveLoader('static/data/spheres/' + params.get.res + '.obj', scene);
sphereLoader.load();
sphere = sphereLoader.obj;
plane = new Plane(1000,1000);
plane.translate(0,0,-100);
@@ -54,7 +56,6 @@ function init() {
}
function animate() {
// on appelle la fonction animate() récursivement à chaque frame
requestAnimationFrame(animate);
var currentTime = Date.now() - previousTime;