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