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 * * @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]; }; console.log(prefetch); 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; };