640 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			640 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * Octahedron and Quantization encodings based on work by: | ||
|  |  * | ||
|  |  * @link https://github.com/tsherif/mesh-quantization-example
 | ||
|  |  * | ||
|  |  */ | ||
|  | 
 | ||
|  | import { | ||
|  | 	BufferAttribute, | ||
|  | 	Matrix3, | ||
|  | 	Matrix4, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | import { PackedPhongMaterial } from './PackedPhongMaterial.js'; | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | /** | ||
|  |  * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods. | ||
|  |  * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data. | ||
|  |  * | ||
|  |  * @param {THREE.Mesh} mesh | ||
|  |  * @param {String} encodeMethod		"DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES" | ||
|  |  * | ||
|  |  */ | ||
|  | function compressNormals( mesh, encodeMethod ) { | ||
|  | 
 | ||
|  | 	if ( ! mesh.geometry ) { | ||
|  | 
 | ||
|  | 		console.error( 'Mesh must contain geometry. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const normal = mesh.geometry.attributes.normal; | ||
|  | 
 | ||
|  | 	if ( ! normal ) { | ||
|  | 
 | ||
|  | 		console.error( 'Geometry must contain normal attribute. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( normal.isPacked ) return; | ||
|  | 
 | ||
|  | 	if ( normal.itemSize != 3 ) { | ||
|  | 
 | ||
|  | 		console.error( 'normal.itemSize is not 3, which cannot be encoded. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const array = normal.array; | ||
|  | 	const count = normal.count; | ||
|  | 
 | ||
|  | 	let result; | ||
|  | 	if ( encodeMethod == 'DEFAULT' ) { | ||
|  | 
 | ||
|  | 		// TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.
 | ||
|  | 		result = new Uint8Array( count * 3 ); | ||
|  | 
 | ||
|  | 		for ( let idx = 0; idx < array.length; idx += 3 ) { | ||
|  | 
 | ||
|  | 			const encoded = defaultEncode( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 1 ); | ||
|  | 
 | ||
|  | 			result[ idx + 0 ] = encoded[ 0 ]; | ||
|  | 			result[ idx + 1 ] = encoded[ 1 ]; | ||
|  | 			result[ idx + 2 ] = encoded[ 2 ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 3, true ) ); | ||
|  | 		mesh.geometry.attributes.normal.bytes = result.length * 1; | ||
|  | 
 | ||
|  | 	} else if ( encodeMethod == 'OCT1Byte' ) { | ||
|  | 
 | ||
|  | 		/** | ||
|  | 		* It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage | ||
|  | 		* As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible | ||
|  | 		* Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208
 | ||
|  | 		*/ | ||
|  | 
 | ||
|  | 		result = new Int8Array( count * 2 ); | ||
|  | 
 | ||
|  | 		for ( let idx = 0; idx < array.length; idx += 3 ) { | ||
|  | 
 | ||
|  | 			const encoded = octEncodeBest( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 1 ); | ||
|  | 
 | ||
|  | 			result[ idx / 3 * 2 + 0 ] = encoded[ 0 ]; | ||
|  | 			result[ idx / 3 * 2 + 1 ] = encoded[ 1 ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) ); | ||
|  | 		mesh.geometry.attributes.normal.bytes = result.length * 1; | ||
|  | 
 | ||
|  | 	} else if ( encodeMethod == 'OCT2Byte' ) { | ||
|  | 
 | ||
|  | 		result = new Int16Array( count * 2 ); | ||
|  | 
 | ||
|  | 		for ( let idx = 0; idx < array.length; idx += 3 ) { | ||
|  | 
 | ||
|  | 			const encoded = octEncodeBest( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 2 ); | ||
|  | 
 | ||
|  | 			result[ idx / 3 * 2 + 0 ] = encoded[ 0 ]; | ||
|  | 			result[ idx / 3 * 2 + 1 ] = encoded[ 1 ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) ); | ||
|  | 		mesh.geometry.attributes.normal.bytes = result.length * 2; | ||
|  | 
 | ||
|  | 	} else if ( encodeMethod == 'ANGLES' ) { | ||
|  | 
 | ||
|  | 		result = new Uint16Array( count * 2 ); | ||
|  | 
 | ||
|  | 		for ( let idx = 0; idx < array.length; idx += 3 ) { | ||
|  | 
 | ||
|  | 			const encoded = anglesEncode( array[ idx ], array[ idx + 1 ], array[ idx + 2 ] ); | ||
|  | 
 | ||
|  | 			result[ idx / 3 * 2 + 0 ] = encoded[ 0 ]; | ||
|  | 			result[ idx / 3 * 2 + 1 ] = encoded[ 1 ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.geometry.setAttribute( 'normal', new BufferAttribute( result, 2, true ) ); | ||
|  | 		mesh.geometry.attributes.normal.bytes = result.length * 2; | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 
 | ||
|  | 		console.error( 'Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	mesh.geometry.attributes.normal.needsUpdate = true; | ||
|  | 	mesh.geometry.attributes.normal.isPacked = true; | ||
|  | 	mesh.geometry.attributes.normal.packingMethod = encodeMethod; | ||
|  | 
 | ||
|  | 	// modify material
 | ||
|  | 	if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) { | ||
|  | 
 | ||
|  | 		mesh.material = new PackedPhongMaterial().copy( mesh.material ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( encodeMethod == 'ANGLES' ) { | ||
|  | 
 | ||
|  | 		mesh.material.defines.USE_PACKED_NORMAL = 0; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( encodeMethod == 'OCT1Byte' ) { | ||
|  | 
 | ||
|  | 		mesh.material.defines.USE_PACKED_NORMAL = 1; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( encodeMethod == 'OCT2Byte' ) { | ||
|  | 
 | ||
|  | 		mesh.material.defines.USE_PACKED_NORMAL = 1; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( encodeMethod == 'DEFAULT' ) { | ||
|  | 
 | ||
|  | 		mesh.material.defines.USE_PACKED_NORMAL = 2; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | /** | ||
|  | 	 * Make the input mesh.geometry's position attribute encoded and compressed. | ||
|  | 	 * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data. | ||
|  | 	 * | ||
|  | 	 * @param {THREE.Mesh} mesh | ||
|  | 	 * | ||
|  | 	 */ | ||
|  | function compressPositions( mesh ) { | ||
|  | 
 | ||
|  | 	if ( ! mesh.geometry ) { | ||
|  | 
 | ||
|  | 		console.error( 'Mesh must contain geometry. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const position = mesh.geometry.attributes.position; | ||
|  | 
 | ||
|  | 	if ( ! position ) { | ||
|  | 
 | ||
|  | 		console.error( 'Geometry must contain position attribute. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( position.isPacked ) return; | ||
|  | 
 | ||
|  | 	if ( position.itemSize != 3 ) { | ||
|  | 
 | ||
|  | 		console.error( 'position.itemSize is not 3, which cannot be packed. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const array = position.array; | ||
|  | 	const encodingBytes = 2; | ||
|  | 
 | ||
|  | 	const result = quantizedEncode( array, encodingBytes ); | ||
|  | 
 | ||
|  | 	const quantized = result.quantized; | ||
|  | 	const decodeMat = result.decodeMat; | ||
|  | 
 | ||
|  | 	// IMPORTANT: calculate original geometry bounding info first, before updating packed positions
 | ||
|  | 	if ( mesh.geometry.boundingBox == null ) mesh.geometry.computeBoundingBox(); | ||
|  | 	if ( mesh.geometry.boundingSphere == null ) mesh.geometry.computeBoundingSphere(); | ||
|  | 
 | ||
|  | 	mesh.geometry.setAttribute( 'position', new BufferAttribute( quantized, 3 ) ); | ||
|  | 	mesh.geometry.attributes.position.isPacked = true; | ||
|  | 	mesh.geometry.attributes.position.needsUpdate = true; | ||
|  | 	mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes; | ||
|  | 
 | ||
|  | 	// modify material
 | ||
|  | 	if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) { | ||
|  | 
 | ||
|  | 		mesh.material = new PackedPhongMaterial().copy( mesh.material ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	mesh.material.defines.USE_PACKED_POSITION = 0; | ||
|  | 
 | ||
|  | 	mesh.material.uniforms.quantizeMatPos.value = decodeMat; | ||
|  | 	mesh.material.uniforms.quantizeMatPos.needsUpdate = true; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | /** | ||
|  |  * Make the input mesh.geometry's uv attribute encoded and compressed. | ||
|  |  * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data. | ||
|  |  * | ||
|  |  * @param {THREE.Mesh} mesh | ||
|  |  * | ||
|  |  */ | ||
|  | function compressUvs( mesh ) { | ||
|  | 
 | ||
|  | 	if ( ! mesh.geometry ) { | ||
|  | 
 | ||
|  | 		console.error( 'Mesh must contain geometry property. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const uvs = mesh.geometry.attributes.uv; | ||
|  | 
 | ||
|  | 	if ( ! uvs ) { | ||
|  | 
 | ||
|  | 		console.error( 'Geometry must contain uv attribute. ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( uvs.isPacked ) return; | ||
|  | 
 | ||
|  | 	const range = { min: Infinity, max: - Infinity }; | ||
|  | 
 | ||
|  | 	const array = uvs.array; | ||
|  | 
 | ||
|  | 	for ( let i = 0; i < array.length; i ++ ) { | ||
|  | 
 | ||
|  | 		range.min = Math.min( range.min, array[ i ] ); | ||
|  | 		range.max = Math.max( range.max, array[ i ] ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	let result; | ||
|  | 
 | ||
|  | 	if ( range.min >= - 1.0 && range.max <= 1.0 ) { | ||
|  | 
 | ||
|  | 		// use default encoding method
 | ||
|  | 		result = new Uint16Array( array.length ); | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < array.length; i += 2 ) { | ||
|  | 
 | ||
|  | 			const encoded = defaultEncode( array[ i ], array[ i + 1 ], 0, 2 ); | ||
|  | 
 | ||
|  | 			result[ i ] = encoded[ 0 ]; | ||
|  | 			result[ i + 1 ] = encoded[ 1 ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.geometry.setAttribute( 'uv', new BufferAttribute( result, 2, true ) ); | ||
|  | 		mesh.geometry.attributes.uv.isPacked = true; | ||
|  | 		mesh.geometry.attributes.uv.needsUpdate = true; | ||
|  | 		mesh.geometry.attributes.uv.bytes = result.length * 2; | ||
|  | 
 | ||
|  | 		if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) { | ||
|  | 
 | ||
|  | 			mesh.material = new PackedPhongMaterial().copy( mesh.material ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.material.defines.USE_PACKED_UV = 0; | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 
 | ||
|  | 		// use quantized encoding method
 | ||
|  | 		result = quantizedEncodeUV( array, 2 ); | ||
|  | 
 | ||
|  | 		mesh.geometry.setAttribute( 'uv', new BufferAttribute( result.quantized, 2 ) ); | ||
|  | 		mesh.geometry.attributes.uv.isPacked = true; | ||
|  | 		mesh.geometry.attributes.uv.needsUpdate = true; | ||
|  | 		mesh.geometry.attributes.uv.bytes = result.quantized.length * 2; | ||
|  | 
 | ||
|  | 		if ( ! ( mesh.material instanceof PackedPhongMaterial ) ) { | ||
|  | 
 | ||
|  | 			mesh.material = new PackedPhongMaterial().copy( mesh.material ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		mesh.material.defines.USE_PACKED_UV = 1; | ||
|  | 
 | ||
|  | 		mesh.material.uniforms.quantizeMatUV.value = result.decodeMat; | ||
|  | 		mesh.material.uniforms.quantizeMatUV.needsUpdate = true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | // Encoding functions
 | ||
|  | 
 | ||
|  | function defaultEncode( x, y, z, bytes ) { | ||
|  | 
 | ||
|  | 	if ( bytes == 1 ) { | ||
|  | 
 | ||
|  | 		const tmpx = Math.round( ( x + 1 ) * 0.5 * 255 ); | ||
|  | 		const tmpy = Math.round( ( y + 1 ) * 0.5 * 255 ); | ||
|  | 		const tmpz = Math.round( ( z + 1 ) * 0.5 * 255 ); | ||
|  | 		return new Uint8Array( [ tmpx, tmpy, tmpz ] ); | ||
|  | 
 | ||
|  | 	} else if ( bytes == 2 ) { | ||
|  | 
 | ||
|  | 		const tmpx = Math.round( ( x + 1 ) * 0.5 * 65535 ); | ||
|  | 		const tmpy = Math.round( ( y + 1 ) * 0.5 * 65535 ); | ||
|  | 		const tmpz = Math.round( ( z + 1 ) * 0.5 * 65535 ); | ||
|  | 		return new Uint16Array( [ tmpx, tmpy, tmpz ] ); | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 
 | ||
|  | 		console.error( 'number of bytes must be 1 or 2' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // for `Angles` encoding
 | ||
|  | function anglesEncode( x, y, z ) { | ||
|  | 
 | ||
|  | 	const normal0 = parseInt( 0.5 * ( 1.0 + Math.atan2( y, x ) / Math.PI ) * 65535 ); | ||
|  | 	const normal1 = parseInt( 0.5 * ( 1.0 + z ) * 65535 ); | ||
|  | 	return new Uint16Array( [ normal0, normal1 ] ); | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | // for `Octahedron` encoding
 | ||
|  | function octEncodeBest( x, y, z, bytes ) { | ||
|  | 
 | ||
|  | 	let oct, dec, best, currentCos, bestCos; | ||
|  | 
 | ||
|  | 	// Test various combinations of ceil and floor
 | ||
|  | 	// to minimize rounding errors
 | ||
|  | 	best = oct = octEncodeVec3( x, y, z, 'floor', 'floor' ); | ||
|  | 	dec = octDecodeVec2( oct ); | ||
|  | 	bestCos = dot( x, y, z, dec ); | ||
|  | 
 | ||
|  | 	oct = octEncodeVec3( x, y, z, 'ceil', 'floor' ); | ||
|  | 	dec = octDecodeVec2( oct ); | ||
|  | 	currentCos = dot( x, y, z, dec ); | ||
|  | 
 | ||
|  | 	if ( currentCos > bestCos ) { | ||
|  | 
 | ||
|  | 		best = oct; | ||
|  | 		bestCos = currentCos; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	oct = octEncodeVec3( x, y, z, 'floor', 'ceil' ); | ||
|  | 	dec = octDecodeVec2( oct ); | ||
|  | 	currentCos = dot( x, y, z, dec ); | ||
|  | 
 | ||
|  | 	if ( currentCos > bestCos ) { | ||
|  | 
 | ||
|  | 		best = oct; | ||
|  | 		bestCos = currentCos; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	oct = octEncodeVec3( x, y, z, 'ceil', 'ceil' ); | ||
|  | 	dec = octDecodeVec2( oct ); | ||
|  | 	currentCos = dot( x, y, z, dec ); | ||
|  | 
 | ||
|  | 	if ( currentCos > bestCos ) { | ||
|  | 
 | ||
|  | 		best = oct; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return best; | ||
|  | 
 | ||
|  | 	function octEncodeVec3( x0, y0, z0, xfunc, yfunc ) { | ||
|  | 
 | ||
|  | 		let x = x0 / ( Math.abs( x0 ) + Math.abs( y0 ) + Math.abs( z0 ) ); | ||
|  | 		let y = y0 / ( Math.abs( x0 ) + Math.abs( y0 ) + Math.abs( z0 ) ); | ||
|  | 
 | ||
|  | 		if ( z < 0 ) { | ||
|  | 
 | ||
|  | 			const tempx = ( 1 - Math.abs( y ) ) * ( x >= 0 ? 1 : - 1 ); | ||
|  | 			const tempy = ( 1 - Math.abs( x ) ) * ( y >= 0 ? 1 : - 1 ); | ||
|  | 
 | ||
|  | 			x = tempx; | ||
|  | 			y = tempy; | ||
|  | 
 | ||
|  | 			let diff = 1 - Math.abs( x ) - Math.abs( y ); | ||
|  | 			if ( diff > 0 ) { | ||
|  | 
 | ||
|  | 				diff += 0.001; | ||
|  | 				x += x > 0 ? diff / 2 : - diff / 2; | ||
|  | 				y += y > 0 ? diff / 2 : - diff / 2; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( bytes == 1 ) { | ||
|  | 
 | ||
|  | 			return new Int8Array( [ | ||
|  | 				Math[ xfunc ]( x * 127.5 + ( x < 0 ? 1 : 0 ) ), | ||
|  | 				Math[ yfunc ]( y * 127.5 + ( y < 0 ? 1 : 0 ) ) | ||
|  | 			] ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( bytes == 2 ) { | ||
|  | 
 | ||
|  | 			return new Int16Array( [ | ||
|  | 				Math[ xfunc ]( x * 32767.5 + ( x < 0 ? 1 : 0 ) ), | ||
|  | 				Math[ yfunc ]( y * 32767.5 + ( y < 0 ? 1 : 0 ) ) | ||
|  | 			] ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function octDecodeVec2( oct ) { | ||
|  | 
 | ||
|  | 		let x = oct[ 0 ]; | ||
|  | 		let y = oct[ 1 ]; | ||
|  | 
 | ||
|  | 		if ( bytes == 1 ) { | ||
|  | 
 | ||
|  | 			x /= x < 0 ? 127 : 128; | ||
|  | 			y /= y < 0 ? 127 : 128; | ||
|  | 
 | ||
|  | 		} else if ( bytes == 2 ) { | ||
|  | 
 | ||
|  | 			x /= x < 0 ? 32767 : 32768; | ||
|  | 			y /= y < 0 ? 32767 : 32768; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		const z = 1 - Math.abs( x ) - Math.abs( y ); | ||
|  | 
 | ||
|  | 		if ( z < 0 ) { | ||
|  | 
 | ||
|  | 			const tmpx = x; | ||
|  | 			x = ( 1 - Math.abs( y ) ) * ( x >= 0 ? 1 : - 1 ); | ||
|  | 			y = ( 1 - Math.abs( tmpx ) ) * ( y >= 0 ? 1 : - 1 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const length = Math.sqrt( x * x + y * y + z * z ); | ||
|  | 
 | ||
|  | 		return [ | ||
|  | 			x / length, | ||
|  | 			y / length, | ||
|  | 			z / length | ||
|  | 		]; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function dot( x, y, z, vec3 ) { | ||
|  | 
 | ||
|  | 		return x * vec3[ 0 ] + y * vec3[ 1 ] + z * vec3[ 2 ]; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function quantizedEncode( array, bytes ) { | ||
|  | 
 | ||
|  | 	let quantized, segments; | ||
|  | 
 | ||
|  | 	if ( bytes == 1 ) { | ||
|  | 
 | ||
|  | 		quantized = new Uint8Array( array.length ); | ||
|  | 		segments = 255; | ||
|  | 
 | ||
|  | 	} else if ( bytes == 2 ) { | ||
|  | 
 | ||
|  | 		quantized = new Uint16Array( array.length ); | ||
|  | 		segments = 65535; | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 
 | ||
|  | 		console.error( 'number of bytes error! ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const decodeMat = new Matrix4(); | ||
|  | 
 | ||
|  | 	const min = new Float32Array( 3 ); | ||
|  | 	const max = new Float32Array( 3 ); | ||
|  | 
 | ||
|  | 	min[ 0 ] = min[ 1 ] = min[ 2 ] = Number.MAX_VALUE; | ||
|  | 	max[ 0 ] = max[ 1 ] = max[ 2 ] = - Number.MAX_VALUE; | ||
|  | 
 | ||
|  | 	for ( let i = 0; i < array.length; i += 3 ) { | ||
|  | 
 | ||
|  | 		min[ 0 ] = Math.min( min[ 0 ], array[ i + 0 ] ); | ||
|  | 		min[ 1 ] = Math.min( min[ 1 ], array[ i + 1 ] ); | ||
|  | 		min[ 2 ] = Math.min( min[ 2 ], array[ i + 2 ] ); | ||
|  | 		max[ 0 ] = Math.max( max[ 0 ], array[ i + 0 ] ); | ||
|  | 		max[ 1 ] = Math.max( max[ 1 ], array[ i + 1 ] ); | ||
|  | 		max[ 2 ] = Math.max( max[ 2 ], array[ i + 2 ] ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	decodeMat.scale( new Vector3( | ||
|  | 		( max[ 0 ] - min[ 0 ] ) / segments, | ||
|  | 		( max[ 1 ] - min[ 1 ] ) / segments, | ||
|  | 		( max[ 2 ] - min[ 2 ] ) / segments | ||
|  | 	) ); | ||
|  | 
 | ||
|  | 	decodeMat.elements[ 12 ] = min[ 0 ]; | ||
|  | 	decodeMat.elements[ 13 ] = min[ 1 ]; | ||
|  | 	decodeMat.elements[ 14 ] = min[ 2 ]; | ||
|  | 
 | ||
|  | 	decodeMat.transpose(); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	const multiplier = new Float32Array( [ | ||
|  | 		max[ 0 ] !== min[ 0 ] ? segments / ( max[ 0 ] - min[ 0 ] ) : 0, | ||
|  | 		max[ 1 ] !== min[ 1 ] ? segments / ( max[ 1 ] - min[ 1 ] ) : 0, | ||
|  | 		max[ 2 ] !== min[ 2 ] ? segments / ( max[ 2 ] - min[ 2 ] ) : 0 | ||
|  | 	] ); | ||
|  | 
 | ||
|  | 	for ( let i = 0; i < array.length; i += 3 ) { | ||
|  | 
 | ||
|  | 		quantized[ i + 0 ] = Math.floor( ( array[ i + 0 ] - min[ 0 ] ) * multiplier[ 0 ] ); | ||
|  | 		quantized[ i + 1 ] = Math.floor( ( array[ i + 1 ] - min[ 1 ] ) * multiplier[ 1 ] ); | ||
|  | 		quantized[ i + 2 ] = Math.floor( ( array[ i + 2 ] - min[ 2 ] ) * multiplier[ 2 ] ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return { | ||
|  | 		quantized: quantized, | ||
|  | 		decodeMat: decodeMat | ||
|  | 	}; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function quantizedEncodeUV( array, bytes ) { | ||
|  | 
 | ||
|  | 	let quantized, segments; | ||
|  | 
 | ||
|  | 	if ( bytes == 1 ) { | ||
|  | 
 | ||
|  | 		quantized = new Uint8Array( array.length ); | ||
|  | 		segments = 255; | ||
|  | 
 | ||
|  | 	} else if ( bytes == 2 ) { | ||
|  | 
 | ||
|  | 		quantized = new Uint16Array( array.length ); | ||
|  | 		segments = 65535; | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 
 | ||
|  | 		console.error( 'number of bytes error! ' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const decodeMat = new Matrix3(); | ||
|  | 
 | ||
|  | 	const min = new Float32Array( 2 ); | ||
|  | 	const max = new Float32Array( 2 ); | ||
|  | 
 | ||
|  | 	min[ 0 ] = min[ 1 ] = Number.MAX_VALUE; | ||
|  | 	max[ 0 ] = max[ 1 ] = - Number.MAX_VALUE; | ||
|  | 
 | ||
|  | 	for ( let i = 0; i < array.length; i += 2 ) { | ||
|  | 
 | ||
|  | 		min[ 0 ] = Math.min( min[ 0 ], array[ i + 0 ] ); | ||
|  | 		min[ 1 ] = Math.min( min[ 1 ], array[ i + 1 ] ); | ||
|  | 		max[ 0 ] = Math.max( max[ 0 ], array[ i + 0 ] ); | ||
|  | 		max[ 1 ] = Math.max( max[ 1 ], array[ i + 1 ] ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	decodeMat.scale( | ||
|  | 		( max[ 0 ] - min[ 0 ] ) / segments, | ||
|  | 		( max[ 1 ] - min[ 1 ] ) / segments | ||
|  | 	); | ||
|  | 
 | ||
|  | 	decodeMat.elements[ 6 ] = min[ 0 ]; | ||
|  | 	decodeMat.elements[ 7 ] = min[ 1 ]; | ||
|  | 
 | ||
|  | 	decodeMat.transpose(); | ||
|  | 
 | ||
|  | 	const multiplier = new Float32Array( [ | ||
|  | 		max[ 0 ] !== min[ 0 ] ? segments / ( max[ 0 ] - min[ 0 ] ) : 0, | ||
|  | 		max[ 1 ] !== min[ 1 ] ? segments / ( max[ 1 ] - min[ 1 ] ) : 0 | ||
|  | 	] ); | ||
|  | 
 | ||
|  | 	for ( let i = 0; i < array.length; i += 2 ) { | ||
|  | 
 | ||
|  | 		quantized[ i + 0 ] = Math.floor( ( array[ i + 0 ] - min[ 0 ] ) * multiplier[ 0 ] ); | ||
|  | 		quantized[ i + 1 ] = Math.floor( ( array[ i + 1 ] - min[ 1 ] ) * multiplier[ 1 ] ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return { | ||
|  | 		quantized: quantized, | ||
|  | 		decodeMat: decodeMat | ||
|  | 	}; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | export { | ||
|  | 	compressNormals, | ||
|  | 	compressPositions, | ||
|  | 	compressUvs, | ||
|  | }; |