var fs = require('fs');
var THREE = require('three');
var L3D = require('../../static/js/l3d.min.js');
function readIt(sceneNumber, recoId) {
var toZip = {
triangles :
JSON.parse(fs.readFileSync('./geo/generated/scene' + sceneNumber + '/triangles' + recoId + '.json')),
areas :
JSON.parse(fs.readFileSync('./geo/generated/scene' + sceneNumber + '/areas' + recoId + '.json'))
};
var ret = [];
for (var i = 0; i < toZip.triangles.length; i++) {
ret.push({
index: toZip.triangles[i],
area: toZip.areas[i]
});
}
return ret;
}
numberOfReco = [0, 0, 12, 12, 11, 2];
function readAll(sceneNumber) {
var ret = [];
for (var i = 0; i < numberOfReco[sceneNumber]; i++) {
ret.push(readIt(sceneNumber, i));
}
return ret;
}
try
{
var predictionTables = [
JSON.parse(fs.readFileSync('./geo/mat1.json')),
JSON.parse(fs.readFileSync('./geo/mat2.json')),
JSON.parse(fs.readFileSync('./geo/mat3.json')),
[[1,1],
[1,2]]
];
var facesToSend = [
readAll(2),
readAll(3),
readAll(4),
readAll(5)
];
} catch (e) {
process.stderr.write('No prefetching will be done !');
predictionTables = [];
}
/**
* Checks quickly if a triangle might be in a frustum
* @private
* @param {Object[]} element array of thre 3 vertices of the triangle to test
* @param {Object[]} planes array of planes (Object with normal and constant values)
* @return {Boolean} false if we can be sure that the triangle is not in the frustum, true oherwise
*/
function isInFrustum(element, planes) {
if (element instanceof Array) {
var outcodes = [];
for (var i = 0; i < element.length; i++) {
var vertex = element[i];
var currentOutcode = "";
for (var j = 0; j < planes.length; j++) {
var plane = planes[j];
distance =
plane.normal.x * vertex.x +
plane.normal.y * vertex.y +
plane.normal.z * vertex.z +
plane.constant;
// if (distance < 0) {
// exitToContinue = true;
// break;
// }
currentOutcode += distance > 0 ? '0' : '1';
}
outcodes.push(parseInt(currentOutcode,2));
}
// http://vterrain.org/LOD/culling.html
// I have no idea what i'm doing
// http://i.kinja-img.com/gawker-media/image/upload/japbcvpavbzau9dbuaxf.jpg
// But it seems to work
// EDIT : Not, this should be ok http://www.cs.unc.edu/~blloyd/comp770/Lecture07.pdf
if ((outcodes[0] | outcodes[1] | outcodes[2]) === 0) {
return true;
} else if ((outcodes[0] & outcodes[1] & outcodes[2]) !== 0) {
return false;
} else {
// part of the triangle is inside the viewing volume
return true;
}
}
}
/**
* A class that streams easily a mesh via socket.io
* @memberOf geo
* @constructor
* @param {string} path to the mesh
*/
geo.MeshStreamer = function(path) {
/**
* array of array telling if the jth face of the ith mesh has already been sent
*
* For each mesh, there is an object containing
*
* - `counter` : the number of faces currently sent
* - `array` : an array boolean telling if the ith face has already been sent
*
* @type {Object[]}
*/
this.meshFaces = [];
/**
* array of booleans telling if the ith vertex has already been sent
* @type {Boolean[]}
*/
this.vertices = [];
/**
* array of booleans telling if the ith face has already been sent
* @type {Boolean[]}
*/
this.faces = [];
/**
* array of booleans telling if the ith normal has already been sent
* @type {Boolean[]}
*/
this.normals = [];
/**
* array of booleans telling if the ith texCoord has already been sent
* @type {Boolean[]}
*/
this.texCoords = [];
this.beginningThreshold = 0.9;
this.frustumPercentage = 0.6;
this.prefetchPercentage = 1 - this.frustumPercentage;
/**
* Number of element to send by packet
* @type {Number}
*/
// this.chunk = 100000;
this.chunk = 1250;
this.previousReco = 0;
if (path !== undefined) {
this.mesh = geo.availableMeshes[path];
}
};
/**
* Checks if a face is oriented towards the camera
* @param {Object} camera a camera (with a position, and a direction)
* @param {geo.Face} the face to test
* @return {Boolean} true if the face is in the good orientation, face otherwise
*/
geo.MeshStreamer.prototype.isBackFace = function(camera, face) {
var directionCamera = L3D.Tools.diff(
L3D.Tools.mul(
L3D.Tools.sum(
L3D.Tools.sum(
this.mesh.vertices[face.a],
this.mesh.vertices[face.b]
),
this.mesh.vertices[face.c]
),
1/3),
camera.position
);
var v1 = L3D.Tools.diff(this.mesh.vertices[face.b], this.mesh.vertices[face.a]);
var v2 = L3D.Tools.diff(this.mesh.vertices[face.c], this.mesh.vertices[face.a]);
var normal = L3D.Tools.cross(v1, v2);
return L3D.Tools.dot(directionCamera, normal) > 0;
};
/**
* Compute a function that can compare two faces
* @param {Camera} camera a camera seeing or not face
* @returns {function} the function that compares two faces : the higher face is the most interesting for the camera
*/
geo.MeshStreamer.prototype.faceComparator = function(camera) {
var self = this;
return function(face1, face2) {
var center1 = {
x: (self.mesh.vertices[face1.a].x + self.mesh.vertices[face1.b].x + self.mesh.vertices[face1.c].x) / 3,
y: (self.mesh.vertices[face1.a].y + self.mesh.vertices[face1.b].y + self.mesh.vertices[face1.c].y) / 3,
z: (self.mesh.vertices[face1.a].z + self.mesh.vertices[face1.b].z + self.mesh.vertices[face1.c].z) / 3
};
var dir1 = {
x: center1.x - camera.position.x,
y: center1.y - camera.position.y,
z: center1.z - camera.position.z
};
var dot1 = dir1.x * dir1.x + dir1.y * dir1.y + dir1.z * dir1.z;
var center2 = {
x: (self.mesh.vertices[face2.a].x + self.mesh.vertices[face2.b].x + self.mesh.vertices[face2.c].x) / 3,
y: (self.mesh.vertices[face2.a].y + self.mesh.vertices[face2.b].y + self.mesh.vertices[face2.c].y) / 3,
z: (self.mesh.vertices[face2.a].z + self.mesh.vertices[face2.b].z + self.mesh.vertices[face2.c].z) / 3
};
var dir2 = {
x: center2.x - camera.position.x,
y: center2.y - camera.position.y,
z: center2.z - camera.position.z
};
var dot2 = dir2.x * dir2.x + dir2.y * dir2.y + dir2.z * dir2.z;
// Decreasing order
if (dot1 < dot2) {
return -1;
}
if (dot1 > dot2) {
return 1;
}
return 0;
};
};
/**
* Initialize the socket.io callbacks
* @param {socket} socket the socket to initialize
*/
geo.MeshStreamer.prototype.start = function(socket) {
this.socket = socket;
var self = this;
socket.on('request', function(path, laggy, prefetch) {
if (laggy === true) {
self.chunk = 1;
}
self.mesh = geo.availableMeshes[path];
switch (path) {
case '/static/data/bobomb/bobomb battlefeild.obj':
case '/static/data/bobomb/bobomb battlefeild_sub.obj':
self.predictionTable = predictionTables[0];
self.facesToSend = facesToSend[0];
break;
case '/static/data/mountain/coocoolmountain.obj':
case '/static/data/mountain/coocoolmountain_sub.obj':
self.predictionTable = predictionTables[1];
self.facesToSend = facesToSend[1];
break;
case '/static/data/whomp/Whomps Fortress.obj':
case '/static/data/whomp/Whomps Fortress_sub.obj':
self.predictionTable = predictionTables[2];
self.facesToSend = facesToSend[2];
break;
case '/static/data/sponza/sponza.obj':
self.predictionTable = predictionTables[3];
self.facesToSend = facesToSend[3];
break;
default:
self.predictionTable = predictionTables[3];
};
self.generator = geo.ConfigGenerator.createFromString(prefetch, self);
self.backupGenerator = new geo.ConfigGenerator(self);
if (self.mesh === undefined) {
process.stderr.write('Wrong path for model : ' + path);
socket.emit('refused');
socket.disconnect();
return;
}
self.meshFaces = new Array(self.mesh.meshes.length);
for (var i = 0; i < self.meshFaces.length; i++) {
self.meshFaces[i] = {
counter: 0,
array: new Array(self.mesh.meshes[i].faces.length)
};
}
socket.emit('ok');
});
socket.on('materials', function() {
var data = self.nextMaterials();
socket.emit('elements', data);
});
socket.on('reco', function(recoId) {
self.previousReco = recoId + 1;
});
socket.on('next', function(_camera) { // score) {
var cameraFrustum = {};
var beginning = self.beginning;
var cameraExists = false;
// Clean camera attribute
if (_camera !== null) {
cameraFrustum = {
position: {
x: _camera[0][0],
y: _camera[0][1],
z: _camera[0][2]
},
target: {
x: _camera[1][0],
y: _camera[1][1],
z: _camera[1][2]
},
planes: []
};
var recommendationClicked = _camera[2];
for (i = 3; i < _camera.length; i++) {
cameraFrustum.planes.push({
normal: {
x: _camera[i][0],
y: _camera[i][1],
z: _camera[i][2]
},
constant: _camera[i][3]
});
}
cameraExists = true;
}
if (cameraExists) {
// Create config for proportions of chunks
var didPrefetch = false;
var config = self.generator.generateMainConfig(cameraFrustum, recommendationClicked);
// Send next elements
var oldTime = Date.now();
var next = self.nextElements(config);
// console.log(
// 'Adding ' +
// next.size +
// ' for newConfig : '
// + JSON.stringify(config.map(function(o) { return o.proportion}))
// );
if (self.beginning === true && next.size < self.chunk) {
self.beginning = false;
config = self.generator.generateMainConfig(cameraFrustum, recommendationClicked);
}
var fillElements = self.nextElements(config, self.chunk - next.size);
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) {
config = self.generator.generateFillingConfig(config, next, cameraFrustum, recommendationClicked);
fillElements = self.nextElements(config, self.chunk - next.size);
next.data.push.apply(next.data, fillElements.data);
next.size += fillElements.size;
}
// If still not empty, fill linear
if (next.size < self.chunk) {
fillElements = self.nextElements([], self.chunk - next.size);
next.data.push.apply(next.data, fillElements.data);
next.size += fillElements.size;
}
} else {
config = self.backupGenerator.generateMainConfig();
next = self.nextElements(config, self.chunk);
}
console.log('Chunk of size ' + next.size + ' (generated in ' + (Date.now() - oldTime) + 'ms)');
if (next.data.length === 0) {
socket.disconnect();
} else {
socket.emit('elements', next.data);
}
});
};
/**
* Prepare the array of materials
* @return array the array to send with all materials of the current mesh
*/
geo.MeshStreamer.prototype.nextMaterials = function() {
var data = [];
data.push(['g', this.mesh.numberOfFaces]);
for (var i = 0; i < this.mesh.meshes.length; i++) {
var currentMesh = this.mesh.meshes[i];
// Send usemtl
data.push([
'u',
currentMesh.material,
currentMesh.vertices.length,
currentMesh.faces.length,
this.mesh.texCoords.length > 0,
this.mesh.normals.length > 0
]);
}
return data;
};
/**
* Prepare the next elements
* @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) {
if (chunk === undefined)
chunk = this.chunk;
var i;
var data = [];
var configSizes = [];
var buffers = [];
var mightBeCompletetlyFinished = true;
// BOOM
// if (camera != null)
// this.mesh.faces.sort(this.faceComparator(camera));
if (config.length === 0) {
config.push({
proportion: 1
});
}
totalSize = 0;
for (var configIndex = 0; configIndex < config.length; configIndex++) {
configSizes[configIndex] = 0;
buffers[configIndex] = [];
}
faceloop:
for (var faceIndex = 0; faceIndex < this.mesh.faces.length; faceIndex++) {
var currentFace = this.mesh.faces[faceIndex];
if (this.faces[currentFace.index] === true) {
continue;
}
mightBeCompletetlyFinished = false;
var vertex1 = this.mesh.vertices[currentFace.a];
var vertex2 = this.mesh.vertices[currentFace.b];
var vertex3 = this.mesh.vertices[currentFace.c];
for (var configIndex = 0; configIndex < config.length; configIndex++) {
var currentConfig = config[configIndex];
var display = false;
var exitToContinue = false;
var threeVertices = [vertex1, vertex2, vertex3];
// Frustum culling
if (!currentConfig.smart && (currentConfig.frustum === undefined || (isInFrustum(threeVertices, currentConfig.frustum.planes) && !this.isBackFace(currentConfig.frustum, currentFace)))) {
buffers[configIndex].push(currentFace);
continue faceloop;
}
}
}
// Fill smart recos
for (var configIndex = 0; configIndex < config.length; configIndex++) {
var currentConfig = config[configIndex];
if (!currentConfig.smart) {
continue;
}
var area = 0;
var currentArea = 0;
// Fill buffer using facesToSend
for (var faceIndex = 0; faceIndex < this.facesToSend[currentConfig.recommendationId].length; faceIndex++) {
var faceInfo = this.facesToSend[currentConfig.recommendationId][faceIndex];
area += faceInfo.area;
if (area > 0.9) {
break;
}
if (this.faces[faceInfo.index] !== true) {
var face = this.mesh.faces[faceInfo.index];
if (face === undefined) {
console.log(faceInfo.index, this.mesh.faces.length);
console.log('ERROR !!!');
} else {
buffers[configIndex].push(face);
}
} else if (this.beginning === true) {
currentArea += faceInfo.area;
if (currentArea > this.beginningThreshold) {
this.beginning = false;
}
}
}
}
var totalSize = 0;
var configSize = 0;
for (var configIndex = 0; configIndex < config.length; configIndex++) {
// Sort buffer
if (config[configIndex].frustum !== undefined) {
buffers[configIndex].sort(this.faceComparator(config[configIndex].frustum));
} else {
// console.log("Did not sort");
}
// Fill chunk
for(var i = 0; i < buffers[configIndex].length; i++) {
// console.log(buffers[configIndex][i]);
var size = this.pushFace(buffers[configIndex][i], data);
totalSize += size;
configSizes[configIndex] += size;
if (configSizes[configIndex] > chunk * config[configIndex].proportion) {
break;
}
}
if (totalSize > chunk) {
// console.log(configIndex, sent/(chunk * currentConfig.proportion));
return {data: data, finsihed:false, configSizes: configSizes, size: totalSize};
}
}
return {data: data, finished: mightBeCompletetlyFinished, configSizes: configSizes, size:totalSize};
};
geo.MeshStreamer.prototype.pushFace = function(face, buffer) {
var totalSize = 0;
var vertex1 = this.mesh.vertices[face.a];
var vertex2 = this.mesh.vertices[face.b];
var vertex3 = this.mesh.vertices[face.c];
// Send face
if (!this.vertices[face.a]) {
buffer.push(vertex1.toList());
this.vertices[face.a] = true;
totalSize++;
}
if (!this.vertices[face.b]) {
buffer.push(vertex2.toList());
this.vertices[face.b] = true;
totalSize++;
}
if (!this.vertices[face.c]) {
buffer.push(vertex3.toList());
this.vertices[face.c] = true;
totalSize++;
}
var normal1 = this.mesh.normals[face.aNormal];
var normal2 = this.mesh.normals[face.bNormal];
var normal3 = this.mesh.normals[face.cNormal];
if (normal1 !== undefined && !this.normals[face.aNormal]) {
buffer.push(normal1.toList());
this.normals[face.aNormal] = true;
totalSize++;
}
if (normal2 !== undefined && !this.normals[face.bNormal]) {
buffer.push(normal2.toList());
this.normals[face.bNormal] = true;
totalSize++;
}
if (normal3 !== undefined && !this.normals[face.cNormal]) {
buffer.push(normal3.toList());
this.normals[face.cNormal] = true;
totalSize++;
}
var tex1 = this.mesh.texCoords[face.aTexture];
var tex2 = this.mesh.texCoords[face.bTexture];
var tex3 = this.mesh.texCoords[face.cTexture];
if (tex1 !== undefined && !this.texCoords[face.aTexture]) {
buffer.push(tex1.toList());
this.texCoords[face.aTexture] = true;
totalSize++;
}
if (tex2 !== undefined && !this.texCoords[face.bTexture]) {
buffer.push(tex2.toList());
this.texCoords[face.bTexture] = true;
totalSize++;
}
if (tex3 !== undefined && !this.texCoords[face.cTexture]) {
buffer.push(tex3.toList());
this.texCoords[face.cTexture] = true;
totalSize++;
}
buffer.push(face.toList());
this.faces[face.index] = true;
totalSize+=3;
return totalSize;
};
geo.MeshStreamer.prototype.isFinished = function(i) {
return this.meshFaces[i].counter === this.meshFaces[i].array.length;
};