3d-interface/geo/MeshStreamer.js

498 lines
12 KiB
JavaScript

var fs = require('fs');
var mesh = require('./Mesh.js');
var geo = {};
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;
}
function insort(items, x) {
items.splice(bisect(items, x), 0, x);
}
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;
}
geo.MeshStreamer = function(path, callback) {
// Different parts of a obj (a mesh per material)
this.meshes = [];
// In meshes, vertices and texture coords are shared
this.vertices = [];
this.faces = [];
this.normals = [];
this.texCoords = [];
this.orderedFaces = [];
// Chunk size
this.chunk = 1000;
if (path !== undefined) {
var self = this;
this.loadFromFile(path, function() {
if (typeof callback === 'function')
callback();
});
}
}
// Returns the function that compares two faces
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.vertices[face1.a].x + self.vertices[face1.b].x + self.vertices[face1.b].x) / 3,
y: (self.vertices[face1.a].y + self.vertices[face1.b].y + self.vertices[face1.b].y) / 3,
z: (self.vertices[face1.a].z + self.vertices[face1.b].z + self.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.vertices[face2.a].x + self.vertices[face2.b].x + self.vertices[face2.b].x) / 3,
y: (self.vertices[face2.a].y + self.vertices[face2.b].y + self.vertices[face2.b].y) / 3,
z: (self.vertices[face2.a].z + self.vertices[face2.b].z + self.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;
}
}
geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
var self = this;
fs.readFile(path, function(err, data) {
var oldTime = Date.now();
var currentMesh;
// Get lines from file
var lines = data.toString('utf-8').split("\n");
// For each line
for (var i = 0; i < lines.length; i++) {
var line = lines[i];
if (line[0] === 'v') {
if (line[1] === 't') {
// Texture coord
var texCoord = new mesh.TexCoord(line);
texCoord.index = self.texCoords.length;
self.texCoords.push(texCoord);
} else if (line[1] === 'n') {
var normal = new mesh.Normal(line);
normal.index = self.normals.length;
self.normals.push(normal);
} else {
// Just a simple vertex
// if (currentMesh === undefined) {
// // Chances are that we won't use any material in this case
// currentMesh = new mesh.Mesh();
// self.meshes.push(currentMesh);
// }
var vertex = new mesh.Vertex(line);
vertex.index = self.vertices.length;
self.vertices.push(vertex);
}
} else if (line[0] === 'f') {
// Create mesh if it doesn't exist
if (currentMesh === undefined) {
currentMesh = new mesh.Mesh();
self.meshes.push(currentMesh);
}
// Create faces (two if Face4)
var faces = currentMesh.addFaces(line);
faces[0].index = self.faces.length;
faces[0].meshIndex = self.meshes.length - 1;
self.faces.push(faces[0]);
self.orderedFaces.push(faces[0]);
if (faces.length === 2) {
faces[1].index = self.faces.length;
faces[1].meshIndex = self.meshes.length - 1;
self.faces.push(faces[1]);
self.orderedFaces.push(faces[1]);
}
} else if (line[0] === 'u') {
// usemtl
// If a current mesh exists, finish it
// Create a new mesh
currentMesh = new mesh.Mesh();
self.meshes.push(currentMesh);
currentMesh.material = (new mesh.Material(line)).name;
// console.log(currentMesh.material);
}
}
if (typeof callback === 'function') {
callback();
}
console.log(Date.now() - oldTime);
});
}
geo.MeshStreamer.prototype.start = function(socket) {
this.meshIndex = 0;
this.socket = socket;
var self = this;
socket.on('request', function(path) {
console.log('Asking for ' + path);
var regex = /.*\.\..*/;
if (regex.test(path)) {
socket.emit('refused');
socket.disconnect();
return;
}
self.loadFromFile(path, function() {
socket.emit('ok');
});
});
socket.on('materials', function() {
var data = self.nextMaterials();
socket.emit('elements', data);
});
socket.on('next', function(camera) {
// Send next elements
var next = self.nextElements(camera);
socket.emit('elements', next.data);
if (next.finished) {
socket.disconnect();
}
});
}
geo.MeshStreamer.prototype.nextMaterials = function() {
var data = [];
for (var i = 0; i < this.meshes.length; i++) {
var currentMesh = this.meshes[i];
// Send usemtl
data.push([
'u',
currentMesh.material,
currentMesh.vertices.length,
currentMesh.faces.length,
this.texCoords.length > 0,
this.normals.length > 0
]);
}
return data;
}
geo.MeshStreamer.prototype.nextElements = function(_camera) {
// Prepare camera (and scale to model)
var camera = null;
if (_camera !== null) {
var camera = {
position: {
x: _camera[0],
y: _camera[1],
z: _camera[2]
},
target: {
x: _camera[3],
y: _camera[4],
z: _camera[5]
}
}
// Compute camera direction
var direction = {
x: camera.target.x - camera.position.x,
y: camera.target.y - camera.position.y,
z: camera.target.z - camera.position.z
}
}
var sent = 0;
var data = [];
// Sort faces
var mightBeCompletetlyFinished = true;
for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
var currentMesh = this.meshes[meshIndex];
if (currentMesh.isFinished()) {
continue;
} else {
mightBeCompletetlyFinished = false;
}
for (var faceIndex = 0; faceIndex < currentMesh.faces.length; faceIndex++) {
var currentFace = currentMesh.faces[faceIndex];
if (currentFace.sent) {
continue;
}
var vertex1 = this.vertices[currentFace.a];
var vertex2 = this.vertices[currentFace.b];
var vertex3 = this.vertices[currentFace.c];
if (camera !== null) {
var v1 = {
x: vertex1.x - camera.position.x,
y: vertex1.y - camera.position.y,
z: vertex1.z - camera.position.z
};
var v2 = {
x: vertex2.x - camera.position.x,
y: vertex2.y - camera.position.y,
z: vertex2.z - camera.position.z
};
var v3 = {
x: vertex3.x - camera.position.x,
y: vertex3.y - camera.position.y,
z: vertex3.z - camera.position.z
};
if (
direction.x * v1.x + direction.y * v1.y + direction.z * v1.z < 0 &&
direction.x * v2.x + direction.y * v2.y + direction.z * v2.z < 0 &&
direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
) {
continue;
}
}
if (!vertex1.sent) {
data.push(vertex1.toList());
vertex1.sent = true;
sent++;
}
if (!vertex2.sent) {
data.push(vertex2.toList());
vertex2.sent = true;
sent++;
}
if (!vertex3.sent) {
data.push(vertex3.toList());
vertex3.sent = true;
sent++;
}
var normal1 = this.normals[currentFace.aNormal];
var normal2 = this.normals[currentFace.bNormal];
var normal3 = this.normals[currentFace.cNormal];
if (normal1 !== undefined && !normal1.sent) {
data.push(normal1.toList());
normal1.sent = true;
sent++;
}
if (normal2 !== undefined && !normal2.sent) {
data.push(normal2.toList());
normal2.sent = true;
sent++;
}
if (normal3 !== undefined && !normal3.sent) {
data.push(normal3.toList());
normal3.sent = true;
sent++;
}
var tex1 = this.texCoords[currentFace.aTexture];
var tex2 = this.texCoords[currentFace.bTexture];
var tex3 = this.texCoords[currentFace.cTexture];
if (tex1 !== undefined && !tex1.sent) {
data.push(tex1.toList());
tex1.sent = true;
sent++;
}
if (tex2 !== undefined && !tex2.sent) {
data.push(tex2.toList());
tex2.sent = true;
sent++;
}
if (tex3 !== undefined && !tex3.sent) {
data.push(tex3.toList());
tex3.sent = true;
sent++;
}
data.push(currentFace.toList());
currentFace.sent = true;
currentMesh.faceIndex++;
sent++;
if (sent > 500) {
return {data: data, finished: false};
}
}
}
return {data: data, finished: mightBeCompletetlyFinished};
}
module.exports = geo;