618 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			618 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	BufferGeometry,
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	Float32BufferAttribute,
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	Vector2,
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	Vector3,
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	Vector4
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} from '../../three.module.min.js';
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import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js';
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/**
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 *	Simplification Geometry Modifier
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 *    - based on code and technique
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 *	  - by Stan Melax in 1998
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 *	  - Progressive Mesh type Polygon Reduction Algorithm
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 *    - http://www.melax.com/polychop/
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 */
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const _cb = new Vector3(), _ab = new Vector3();
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class SimplifyModifier {
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	modify( geometry, count ) {
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		geometry = geometry.clone();
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		// currently morphAttributes are not supported
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		delete geometry.morphAttributes.position;
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		delete geometry.morphAttributes.normal;
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		const attributes = geometry.attributes;
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		// this modifier can only process indexed and non-indexed geomtries with at least a position attribute
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		for ( const name in attributes ) {
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			if ( name !== 'position' && name !== 'uv' && name !== 'normal' && name !== 'tangent' && name !== 'color' ) geometry.deleteAttribute( name );
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		}
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		geometry = BufferGeometryUtils.mergeVertices( geometry );
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		//
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		// put data of original geometry in different data structures
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		//
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		const vertices = [];
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		const faces = [];
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		// add vertices
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		const positionAttribute = geometry.getAttribute( 'position' );
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		const uvAttribute = geometry.getAttribute( 'uv' );
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		const normalAttribute = geometry.getAttribute( 'normal' );
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		const tangentAttribute = geometry.getAttribute( 'tangent' );
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		const colorAttribute = geometry.getAttribute( 'color' );
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		let t = null;
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		let v2 = null;
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		let nor = null;
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		let col = null;
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		for ( let i = 0; i < positionAttribute.count; i ++ ) {
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			const v = new Vector3().fromBufferAttribute( positionAttribute, i );
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			if ( uvAttribute ) {
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				v2 = new Vector2().fromBufferAttribute( uvAttribute, i );
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			}
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			if ( normalAttribute ) {
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				nor = new Vector3().fromBufferAttribute( normalAttribute, i );
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			}
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			if ( tangentAttribute ) {
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				t = new Vector4().fromBufferAttribute( tangentAttribute, i );
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			}
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			if ( colorAttribute ) {
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				col = new THREE.Color().fromBufferAttribute( colorAttribute, i );
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			}
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			const vertex = new Vertex( v, v2, nor, t, col );
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			vertices.push( vertex );
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		}
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		// add faces
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		let index = geometry.getIndex();
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		if ( index !== null ) {
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			for ( let i = 0; i < index.count; i += 3 ) {
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				const a = index.getX( i );
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				const b = index.getX( i + 1 );
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				const c = index.getX( i + 2 );
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				const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
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				faces.push( triangle );
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			}
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		} else {
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			for ( let i = 0; i < positionAttribute.count; i += 3 ) {
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				const a = i;
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				const b = i + 1;
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				const c = i + 2;
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				const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
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				faces.push( triangle );
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			}
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		}
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		// compute all edge collapse costs
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		for ( let i = 0, il = vertices.length; i < il; i ++ ) {
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			computeEdgeCostAtVertex( vertices[ i ] );
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		}
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		let nextVertex;
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		let z = count;
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		while ( z -- ) {
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			nextVertex = minimumCostEdge( vertices );
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			if ( ! nextVertex ) {
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				console.log( 'THREE.SimplifyModifier: No next vertex' );
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				break;
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			}
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			collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
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		}
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		//
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		const simplifiedGeometry = new BufferGeometry();
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		const position = [];
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		const uv = [];
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		const normal = [];
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		const tangent = [];
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		const color = [];
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		index = [];
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		//
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		for ( let i = 0; i < vertices.length; i ++ ) {
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			const vertex = vertices[ i ];
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			position.push( vertex.position.x, vertex.position.y, vertex.position.z );
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			if ( vertex.uv ) {
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				uv.push( vertex.uv.x, vertex.uv.y );
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			}
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			if ( vertex.normal ) {
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				normal.push( vertex.normal.x, vertex.normal.y, vertex.normal.z );
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			}
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			if ( vertex.tangent ) {
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				tangent.push( vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w );
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			}
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			if ( vertex.color ) {
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				color.push( vertex.color.r, vertex.color.g, vertex.color.b );
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			}
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			// cache final index to GREATLY speed up faces reconstruction
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			vertex.id = i;
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		}
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		//
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		for ( let i = 0; i < faces.length; i ++ ) {
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			const face = faces[ i ];
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			index.push( face.v1.id, face.v2.id, face.v3.id );
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		}
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		simplifiedGeometry.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
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		if ( uv.length > 0 ) simplifiedGeometry.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
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		if ( normal.length > 0 ) simplifiedGeometry.setAttribute( 'normal', new Float32BufferAttribute( normal, 3 ) );
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		if ( tangent.length > 0 ) simplifiedGeometry.setAttribute( 'tangent', new Float32BufferAttribute( tangent, 4 ) );
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		if ( color.length > 0 ) simplifiedGeometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );
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		simplifiedGeometry.setIndex( index );
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		return simplifiedGeometry;
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	}
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}
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function pushIfUnique( array, object ) {
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	if ( array.indexOf( object ) === - 1 ) array.push( object );
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}
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function removeFromArray( array, object ) {
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	const k = array.indexOf( object );
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	if ( k > - 1 ) array.splice( k, 1 );
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}
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function computeEdgeCollapseCost( u, v ) {
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	// if we collapse edge uv by moving u to v then how
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	// much different will the model change, i.e. the "error".
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	const edgelength = v.position.distanceTo( u.position );
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	let curvature = 0;
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	const sideFaces = [];
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	// find the "sides" triangles that are on the edge uv
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	for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
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		const face = u.faces[ i ];
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		if ( face.hasVertex( v ) ) {
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			sideFaces.push( face );
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		}
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	}
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	// use the triangle facing most away from the sides
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	// to determine our curvature term
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	for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
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		let minCurvature = 1;
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		const face = u.faces[ i ];
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		for ( let j = 0; j < sideFaces.length; j ++ ) {
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			const sideFace = sideFaces[ j ];
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			// use dot product of face normals.
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			const dotProd = face.normal.dot( sideFace.normal );
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			minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 );
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		}
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		curvature = Math.max( curvature, minCurvature );
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	}
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	// crude approach in attempt to preserve borders
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	// though it seems not to be totally correct
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	const borders = 0;
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	if ( sideFaces.length < 2 ) {
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		// we add some arbitrary cost for borders,
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		// borders += 10;
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		curvature = 1;
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	}
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	const amt = edgelength * curvature + borders;
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	return amt;
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}
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function computeEdgeCostAtVertex( v ) {
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	// compute the edge collapse cost for all edges that start
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	// from vertex v.  Since we are only interested in reducing
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	// the object by selecting the min cost edge at each step, we
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	// only cache the cost of the least cost edge at this vertex
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	// (in member variable collapse) as well as the value of the
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	// cost (in member variable collapseCost).
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	if ( v.neighbors.length === 0 ) {
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		// collapse if no neighbors.
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		v.collapseNeighbor = null;
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		v.collapseCost = - 0.01;
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		return;
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	}
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	v.collapseCost = 100000;
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	v.collapseNeighbor = null;
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	// search all neighboring edges for "least cost" edge
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	for ( let i = 0; i < v.neighbors.length; i ++ ) {
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		const collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
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		if ( ! v.collapseNeighbor ) {
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			v.collapseNeighbor = v.neighbors[ i ];
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			v.collapseCost = collapseCost;
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			v.minCost = collapseCost;
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			v.totalCost = 0;
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			v.costCount = 0;
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		}
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		v.costCount ++;
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		v.totalCost += collapseCost;
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		if ( collapseCost < v.minCost ) {
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			v.collapseNeighbor = v.neighbors[ i ];
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			v.minCost = collapseCost;
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		}
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	}
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	// we average the cost of collapsing at this vertex
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	v.collapseCost = v.totalCost / v.costCount;
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	// v.collapseCost = v.minCost;
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}
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function removeVertex( v, vertices ) {
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	console.assert( v.faces.length === 0 );
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	while ( v.neighbors.length ) {
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		const n = v.neighbors.pop();
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		removeFromArray( n.neighbors, v );
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	}
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	removeFromArray( vertices, v );
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}
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function removeFace( f, faces ) {
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	removeFromArray( faces, f );
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	if ( f.v1 ) removeFromArray( f.v1.faces, f );
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	if ( f.v2 ) removeFromArray( f.v2.faces, f );
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	if ( f.v3 ) removeFromArray( f.v3.faces, f );
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	// TODO optimize this!
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	const vs = [ f.v1, f.v2, f.v3 ];
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	for ( let i = 0; i < 3; i ++ ) {
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		const v1 = vs[ i ];
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		const v2 = vs[ ( i + 1 ) % 3 ];
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		if ( ! v1 || ! v2 ) continue;
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		v1.removeIfNonNeighbor( v2 );
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		v2.removeIfNonNeighbor( v1 );
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	}
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}
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function collapse( vertices, faces, u, v ) {
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	// Collapse the edge uv by moving vertex u onto v
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	if ( ! v ) {
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		// u is a vertex all by itself so just delete it..
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		removeVertex( u, vertices );
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		return;
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	}
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	if ( v.uv ) {
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		u.uv.copy( v.uv );
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	}
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	if ( v.normal ) {
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		v.normal.add( u.normal ).normalize();
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	}
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	if ( v.tangent ) {
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		v.tangent.add( u.tangent ).normalize();
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	}
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	const tmpVertices = [];
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	for ( let i = 0; i < u.neighbors.length; i ++ ) {
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		tmpVertices.push( u.neighbors[ i ] );
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	}
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	// delete triangles on edge uv:
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	for ( let i = u.faces.length - 1; i >= 0; i -- ) {
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		if ( u.faces[ i ] && u.faces[ i ].hasVertex( v ) ) {
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			removeFace( u.faces[ i ], faces );
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		}
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	}
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	// update remaining triangles to have v instead of u
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	for ( let i = u.faces.length - 1; i >= 0; i -- ) {
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		u.faces[ i ].replaceVertex( u, v );
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	}
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	removeVertex( u, vertices );
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	// recompute the edge collapse costs in neighborhood
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	for ( let i = 0; i < tmpVertices.length; i ++ ) {
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		computeEdgeCostAtVertex( tmpVertices[ i ] );
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	}
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}
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function minimumCostEdge( vertices ) {
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	// O(n * n) approach. TODO optimize this
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	let least = vertices[ 0 ];
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	for ( let i = 0; i < vertices.length; i ++ ) {
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		if ( vertices[ i ].collapseCost < least.collapseCost ) {
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			least = vertices[ i ];
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		}
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	}
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	return least;
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}
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// we use a triangle class to represent structure of face slightly differently
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class Triangle {
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	constructor( v1, v2, v3, a, b, c ) {
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		this.a = a;
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		this.b = b;
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		this.c = c;
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		this.v1 = v1;
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		this.v2 = v2;
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		this.v3 = v3;
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		this.normal = new Vector3();
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		this.computeNormal();
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		v1.faces.push( this );
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		v1.addUniqueNeighbor( v2 );
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		v1.addUniqueNeighbor( v3 );
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		v2.faces.push( this );
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		v2.addUniqueNeighbor( v1 );
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		v2.addUniqueNeighbor( v3 );
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		v3.faces.push( this );
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		v3.addUniqueNeighbor( v1 );
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		v3.addUniqueNeighbor( v2 );
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	}
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	computeNormal() {
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		const vA = this.v1.position;
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		const vB = this.v2.position;
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		const vC = this.v3.position;
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		_cb.subVectors( vC, vB );
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		_ab.subVectors( vA, vB );
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						|
		_cb.cross( _ab ).normalize();
 | 
						|
 | 
						|
		this.normal.copy( _cb );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	hasVertex( v ) {
 | 
						|
 | 
						|
		return v === this.v1 || v === this.v2 || v === this.v3;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	replaceVertex( oldv, newv ) {
 | 
						|
 | 
						|
		if ( oldv === this.v1 ) this.v1 = newv;
 | 
						|
		else if ( oldv === this.v2 ) this.v2 = newv;
 | 
						|
		else if ( oldv === this.v3 ) this.v3 = newv;
 | 
						|
 | 
						|
		removeFromArray( oldv.faces, this );
 | 
						|
		newv.faces.push( this );
 | 
						|
 | 
						|
 | 
						|
		oldv.removeIfNonNeighbor( this.v1 );
 | 
						|
		this.v1.removeIfNonNeighbor( oldv );
 | 
						|
 | 
						|
		oldv.removeIfNonNeighbor( this.v2 );
 | 
						|
		this.v2.removeIfNonNeighbor( oldv );
 | 
						|
 | 
						|
		oldv.removeIfNonNeighbor( this.v3 );
 | 
						|
		this.v3.removeIfNonNeighbor( oldv );
 | 
						|
 | 
						|
		this.v1.addUniqueNeighbor( this.v2 );
 | 
						|
		this.v1.addUniqueNeighbor( this.v3 );
 | 
						|
 | 
						|
		this.v2.addUniqueNeighbor( this.v1 );
 | 
						|
		this.v2.addUniqueNeighbor( this.v3 );
 | 
						|
 | 
						|
		this.v3.addUniqueNeighbor( this.v1 );
 | 
						|
		this.v3.addUniqueNeighbor( this.v2 );
 | 
						|
 | 
						|
		this.computeNormal();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
class Vertex {
 | 
						|
 | 
						|
	constructor( v, uv, normal, tangent, color ) {
 | 
						|
 | 
						|
		this.position = v;
 | 
						|
		this.uv = uv;
 | 
						|
		this.normal = normal;
 | 
						|
		this.tangent = tangent;
 | 
						|
		this.color = color;
 | 
						|
 | 
						|
		this.id = - 1; // external use position in vertices list (for e.g. face generation)
 | 
						|
 | 
						|
		this.faces = []; // faces vertex is connected
 | 
						|
		this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
 | 
						|
 | 
						|
		// these will be computed in computeEdgeCostAtVertex()
 | 
						|
		this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
 | 
						|
		this.collapseNeighbor = null; // best candinate for collapsing
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	addUniqueNeighbor( vertex ) {
 | 
						|
 | 
						|
		pushIfUnique( this.neighbors, vertex );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	removeIfNonNeighbor( n ) {
 | 
						|
 | 
						|
		const neighbors = this.neighbors;
 | 
						|
		const faces = this.faces;
 | 
						|
 | 
						|
		const offset = neighbors.indexOf( n );
 | 
						|
 | 
						|
		if ( offset === - 1 ) return;
 | 
						|
 | 
						|
		for ( let i = 0; i < faces.length; i ++ ) {
 | 
						|
 | 
						|
			if ( faces[ i ].hasVertex( n ) ) return;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		neighbors.splice( offset, 1 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
export { SimplifyModifier };
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