var fs = require('fs');
var THREE = require('three');
var L3D = require('../../static/js/l3d.min.js');
try
{
var predictionTables = [
JSON.parse(fs.readFileSync('./geo/mat1.json')),
JSON.parse(fs.readFileSync('./geo/mat2.json')),
JSON.parse(fs.readFileSync('./geo/mat3.json')),
[[1,1,0],
[1,2,0],
[2,1,0]]
];
} catch (e) {
process.stderr.write('No prefetching will be done !');
predictionTables = [];
}
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;
}
}
}
/**
* @private
*/
function bisect(items, x, lo, hi) {
var mid;
if (typeof(lo) == 'undefined') lo = 0;
if (typeof(hi) == 'undefined') hi = items.length;
while (lo < hi) {
mid = Math.floor((lo + hi) / 2);
if (x < items[mid]) hi = mid;
else lo = mid + 1;
}
return lo;
}
/**
* @private
*/
function insort(items, x) {
items.splice(bisect(items, x), 0, x);
}
/**
* @private
*/
function partialSort(items, k, comparator) {
var smallest = items.slice(0, k).sort(),
max = smallest[k-1];
for (var i = k, len = items.length; i < len; ++i) {
var item = items[i];
var cond = comparator === undefined ? item < max : comparator(item, max) < 0;
if (cond) {
insort(smallest, item);
smallest.length = k;
max = smallest[k-1];
}
}
return smallest;
}
/**
* 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 = [];
/**
* Number of element to send by packet
* @type {Number}
*/
this.chunk = 5000;
this.previousReco = 0;
if (path !== undefined) {
this.mesh = geo.availableMeshes[path];
}
};
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;
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 = Math.sqrt(direction.x * direction.x + direction.y * direction.y + direction.z * direction.z);
direction.x /= norm;
direction.y /= norm;
direction.z /= norm;
return function(face1, face2) {
var center1 = {
x: (self.mesh.vertices[face1.a].x + self.mesh.vertices[face1.b].x + self.mesh.vertices[face1.b].x) / 3,
y: (self.mesh.vertices[face1.a].y + self.mesh.vertices[face1.b].y + self.mesh.vertices[face1.b].y) / 3,
z: (self.mesh.vertices[face1.a].z + self.mesh.vertices[face1.b].z + self.mesh.vertices[face1.b].z) / 3
};
var dir1 = {
x: center1.x - camera.position.x,
y: center1.y - camera.position.y,
z: center1.z - camera.position.z
};
var norm1 = Math.sqrt(dir1.x * dir1.x + dir1.y * dir1.y + dir1.z + dir1.z);
dir1.x /= norm1;
dir1.y /= norm1;
dir1.z /= norm1;
var dot1 = direction.x * dir1.x + direction.y * dir1.y + direction.z * dir1.z;
var center2 = {
x: (self.mesh.vertices[face2.a].x + self.mesh.vertices[face2.b].x + self.mesh.vertices[face2.b].x) / 3,
y: (self.mesh.vertices[face2.a].y + self.mesh.vertices[face2.b].y + self.mesh.vertices[face2.b].y) / 3,
z: (self.mesh.vertices[face2.a].z + self.mesh.vertices[face2.b].z + self.mesh.vertices[face2.b].z) / 3
};
var dir2 = {
x: center2.x - camera.position.x,
y: center2.y - camera.position.y,
z: center2.z - camera.position.z
};
var norm2 = Math.sqrt(dir2.x * dir2.x + dir2.y * dir2.y + dir2.z + dir2.z);
dir2.x /= norm2;
dir2.y /= norm2;
dir2.z /= norm2;
var dot2 = direction.x * dir2.x + direction.y * dir2.y + direction.z * dir2.z;
// Decreasing order
if (dot1 > dot2) {
return -1;
}
if (dot1 < dot2) {
return 1;
}
return 0;
};
};
/**
* Initialize the socket.io callback
* @param {socket} socket the socket to initialize
*/
geo.MeshStreamer.prototype.start = function(socket) {
this.meshIndex = 0;
this.socket = socket;
var self = this;
socket.on('request', function(path, laggy, prefetch) {
if (laggy === true) {
self.chunk = 1;
}
self.prefetch = prefetch;
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];
break;
case '/static/data/mountain/coocoolmountain.obj':
case '/static/data/mountain/coocoolmountain_sub.obj':
self.predictionTable = predictionTables[1];
break;
case '/static/data/whomp/Whomps Fortress.obj':
case '/static/data/whomp/Whomps Fortress_sub.obj':
self.predictionTable = predictionTables[2];
break;
default:
self.predictionTable = predictionTables[3];
};
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) {
var cameraFrustum = {};
// 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 fullFrustum = _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]
});
}
}
// Create config for proportions of chunks
var config;
if (self.prefetch) {
config = [{ frustum: cameraFrustum, proportion : 0.5}];
// Find best recommendation
var bestReco;
var bestScore = -Infinity;
var bestIndex = null;
if (self.predictionTable !== undefined) {
var sum = 0;
for (var i = 0; i < self.mesh.recommendations.length; i++) {
sum += self.predictionTable[self.previousReco][i];
}
for (var i = 0; i < self.mesh.recommendations.length; i++) {
if (self.predictionTable[self.previousReco][i] > 0) {
config.push({
proportion : self.predictionTable[self.previousReco][i] / (2 * sum),
frustum : self.mesh.recommendations[i]
});
}
}
// console.log(config.map(function(o) { return o.proportion; }));
} else {
// For sponza
bestReco = self.mesh.recommendations[0];
}
if (!fullFrustum) {
// console.log('Frustum and prefetch : ' + (cameraFrustum !== undefined) + ' ' + (bestReco !== undefined));
} else {
// console.log('Full frustum fetching (reco clicked)');
config = [{
proportion: 1,
frustum: cameraFrustum
}];
}
} else {
config = [{frustum: cameraFrustum, proportion: 1}];
}
// Send next elements
var oldTime = Date.now();
var next = self.nextElements(config);
// console.log(next.configSizes);
// console.log('Time to generate chunk : ' + (Date.now() - oldTime) + 'ms');
if (next.data.length === 0) {
// If nothing, just serve stuff
var tmp = self.nextElements([
// {
// proportion: 1,
// frustum: cameraFrustum
// }
]);
next.data = tmp.data;
} else if (!self.prefetch && next.size < this.chunk) {
// Recompute config
var newConfig = [];
var sum = 0;
for (var i = 0; i < config.length; i++) {
// Check if config was full
if (next.configSizes[i] < this.chunk * config[i].proportion) {
newConfig.push(config[i]);
sum += config[i].proportion;
}
}
for (var i = 0; i < newConfig.length; i++) {
newConfig[i].proportion /= sum;
}
// Normalize config probabilities
var newData = self.nextElements(newConfig, this.chunk - next.size);
next.data = next.data.push.apply(next.data, newData.data);
}
socket.emit('elements', next.data);
if (next.finished) {
socket.disconnect();
}
});
};
/**
* 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 {camera} _camera a camera that can be usefull to do smart streaming (stream
* only interesting parts according to the camera
* @returns {array} an array of elements ready to send
*/
geo.MeshStreamer.prototype.nextElements = function(config, chunk) {
if (chunk === undefined)
chunk = this.chunk;
var i;
var data = [];
var configSizes = [];
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;
}
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];
if ( configSizes[configIndex] < chunk * currentConfig.proportion) {
var display = false;
var exitToContinue = false;
var threeVertices = [vertex1, vertex2, vertex3];
// Frustum culling
if (currentConfig.frustum === undefined || (isInFrustum(threeVertices, currentConfig.frustum.planes) && !this.isBackFace(currentConfig.frustum, currentFace))) {
// Send face
if (!this.vertices[currentFace.a]) {
data.push(vertex1.toList());
this.vertices[currentFace.a] = true;
configSizes[configIndex]++;
}
if (!this.vertices[currentFace.b]) {
data.push(vertex2.toList());
this.vertices[currentFace.b] = true;
configSizes[configIndex]++;
}
if (!this.vertices[currentFace.c]) {
data.push(vertex3.toList());
this.vertices[currentFace.c] = true;
configSizes[configIndex]++;
}
var normal1 = this.mesh.normals[currentFace.aNormal];
var normal2 = this.mesh.normals[currentFace.bNormal];
var normal3 = this.mesh.normals[currentFace.cNormal];
if (normal1 !== undefined && !this.normals[currentFace.aNormal]) {
data.push(normal1.toList());
this.normals[currentFace.aNormal] = true;
configSizes[configIndex]++;
totalSize++;
}
if (normal2 !== undefined && !this.normals[currentFace.bNormal]) {
data.push(normal2.toList());
this.normals[currentFace.bNormal] = true;
configSizes[configIndex]++;
totalSize++;
}
if (normal3 !== undefined && !this.normals[currentFace.cNormal]) {
data.push(normal3.toList());
this.normals[currentFace.cNormal] = true;
configSizes[configIndex]++;
totalSize++;
}
var tex1 = this.mesh.texCoords[currentFace.aTexture];
var tex2 = this.mesh.texCoords[currentFace.bTexture];
var tex3 = this.mesh.texCoords[currentFace.cTexture];
if (tex1 !== undefined && !this.texCoords[currentFace.aTexture]) {
data.push(tex1.toList());
this.texCoords[currentFace.aTexture] = true;
configSizes[configIndex]++;
totalSize++;
}
if (tex2 !== undefined && !this.texCoords[currentFace.bTexture]) {
data.push(tex2.toList());
this.texCoords[currentFace.bTexture] = true;
configSizes[configIndex]++;
totalSize++;
}
if (tex3 !== undefined && !this.texCoords[currentFace.cTexture]) {
data.push(tex3.toList());
this.texCoords[currentFace.cTexture] = true;
configSizes[configIndex]++;
totalSize++;
}
data.push(currentFace.toList());
// this.meshFaces[meshIndex] = this.meshFaces[meshIndex] || [];
this.faces[currentFace.index] = true;
configSizes[configIndex]+=3;
totalSize+=3;
// this.meshFaces[meshIndex].counter++;
// currentMesh.faceIndex++;
// if (totalSize > chunk) {
// // console.log(configIndex, sent/(chunk * currentConfig.proportion));
// return {data: data, finsihed:false, configSizes: configSizes, size: totalSize};
// }
// Loop on next face
continue faceloop;
}
}
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};
};
geo.MeshStreamer.prototype.isFinished = function(i) {
return this.meshFaces[i].counter === this.meshFaces[i].array.length;
};