3d-interface/geo/MeshStreamer.js

310 lines
9.0 KiB
JavaScript

var fs = require('fs');
var mesh = require('./Mesh.js');
var geo = {};
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 = [];
// Chunk size
this.chunk = 1000;
if (path !== undefined) {
var self = this;
this.loadFromFile(path, function() {
if (typeof callback === 'function')
callback();
});
}
}
geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
var self = this;
fs.readFile(path, function(err, data) {
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;
self.faces.push(faces[0]);
if (faces.length === 2) {
faces[1].index = self.faces.length;
self.faces.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();
}
});
}
geo.MeshStreamer.prototype.start = function(socket) {
this.meshIndex = 0;
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('next', function(_camera) {
var camera = {
position: {
x: _camera[0]*10,
y: _camera[1]*10,
z: _camera[2]*10
},
target: {
x: _camera[3]*10,
y: _camera[4]*10,
z: _camera[5]*10
}
}
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 = direction.x * direction.x + direction.y * direction.y + direction.z * direction.z;
direction.x /= norm;
direction.y /= norm;
direction.z /= norm;
// Send next elements
var currentMesh = self.meshes[self.meshIndex];
var currentFace;
var data = [];
var sent = 0;
while (sent < 100) {
if (currentMesh.faceIndex === -1) {
// Must give usemtl
data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
sent++;
currentFace = currentMesh.faces[++currentMesh.faceIndex];
} else if (currentMesh.isFinished()) {
// Must switch to next mesh
currentMesh = self.meshes[++self.meshIndex];
// If not other mesh, we finished
if (currentMesh === undefined) {
socket.emit('elements', data);
socket.disconnect();
return;
}
data.push(['u', currentMesh.material, currentMesh.vertices.length, currentMesh.faces.length, self.texCoords.length > 0, self.normals.length > 0]);
currentMesh.faceIndex++;
sent++;
continue;
} else {
currentFace = currentMesh.faces[++currentMesh.faceIndex];
if (currentFace === undefined) {
currentMesh = self.meshes[++self.meshIndex];
if (currentMesh === undefined) {
socket.emit('elements', data);
socket.disconnect();
return;
}
continue;
}
}
var vertex1 = self.vertices[currentFace.a];
var vertex2 = self.vertices[currentFace.b];
var vertex3 = self.vertices[currentFace.c];
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
};
norm = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
v1.x /= norm;
v1.y /= norm;
v1.z /= norm;
norm = v2.x * v2.x + v2.y * v2.y + v2.z * v2.z;
v2.x /= norm;
v2.y /= norm;
v2.z /= norm;
norm = v3.x * v3.x + v3.y * v3.y + v3.z * v3.z;
v3.x /= norm;
v3.y /= norm;
v3.z /= norm;
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
) {
currentFace.sent = false;
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 = self.normals[currentFace.aNormal];
var normal2 = self.normals[currentFace.bNormal];
var normal3 = self.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 = self.texCoords[currentFace.aTexture];
var tex2 = self.texCoords[currentFace.bTexture];
var tex3 = self.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++;}
currentFace.index = currentMesh.faceIndex;
data.push(currentFace.toList(self.meshIndex)); currentFace.sent = true;
sent++;
}
// console.log(self.meshIndex);
// console.log(data);
// Emit self.chunk faces (and the corresponding vertices if not emitted)
socket.emit('elements', data);
});
}
module.exports = geo;