src/viewer/scene/math/buildEdgeIndices.js
import {math} from './math.js';
/**
* @private
*/
var buildEdgeIndices = (function () {
const uniquePositions = [];
const indicesLookup = [];
const indicesReverseLookup = [];
const weldedIndices = [];
// TODO: Optimize with caching, but need to cater to both compressed and uncompressed positions
const faces = [];
let numFaces = 0;
const compa = new Uint16Array(3);
const compb = new Uint16Array(3);
const compc = new Uint16Array(3);
const a = math.vec3();
const b = math.vec3();
const c = math.vec3();
const cb = math.vec3();
const ab = math.vec3();
const cross = math.vec3();
const normal = math.vec3();
function weldVertices(positions, indices) {
const positionsMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
let vx;
let vy;
let vz;
let key;
const precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
const precision = Math.pow(10, precisionPoints);
let i;
let len;
let lenUniquePositions = 0;
for (i = 0, len = positions.length; i < len; i += 3) {
vx = positions[i];
vy = positions[i + 1];
vz = positions[i + 2];
key = Math.round(vx * precision) + '_' + Math.round(vy * precision) + '_' + Math.round(vz * precision);
if (positionsMap[key] === undefined) {
positionsMap[key] = lenUniquePositions / 3;
uniquePositions[lenUniquePositions++] = vx;
uniquePositions[lenUniquePositions++] = vy;
uniquePositions[lenUniquePositions++] = vz;
}
indicesLookup[i / 3] = positionsMap[key];
}
for (i = 0, len = indices.length; i < len; i++) {
weldedIndices[i] = indicesLookup[indices[i]];
indicesReverseLookup[weldedIndices[i]] = indices[i];
}
}
function buildFaces(numIndices, positionsDecodeMatrix) {
numFaces = 0;
for (let i = 0, len = numIndices; i < len; i += 3) {
const ia = ((weldedIndices[i]) * 3);
const ib = ((weldedIndices[i + 1]) * 3);
const ic = ((weldedIndices[i + 2]) * 3);
if (positionsDecodeMatrix) {
compa[0] = uniquePositions[ia];
compa[1] = uniquePositions[ia + 1];
compa[2] = uniquePositions[ia + 2];
compb[0] = uniquePositions[ib];
compb[1] = uniquePositions[ib + 1];
compb[2] = uniquePositions[ib + 2];
compc[0] = uniquePositions[ic];
compc[1] = uniquePositions[ic + 1];
compc[2] = uniquePositions[ic + 2];
// Decode
math.decompressPosition(compa, positionsDecodeMatrix, a);
math.decompressPosition(compb, positionsDecodeMatrix, b);
math.decompressPosition(compc, positionsDecodeMatrix, c);
} else {
a[0] = uniquePositions[ia];
a[1] = uniquePositions[ia + 1];
a[2] = uniquePositions[ia + 2];
b[0] = uniquePositions[ib];
b[1] = uniquePositions[ib + 1];
b[2] = uniquePositions[ib + 2];
c[0] = uniquePositions[ic];
c[1] = uniquePositions[ic + 1];
c[2] = uniquePositions[ic + 2];
}
math.subVec3(c, b, cb);
math.subVec3(a, b, ab);
math.cross3Vec3(cb, ab, cross);
math.normalizeVec3(cross, normal);
const face = faces[numFaces] || (faces[numFaces] = {normal: math.vec3()});
face.normal[0] = normal[0];
face.normal[1] = normal[1];
face.normal[2] = normal[2];
numFaces++;
}
}
return function (positions, indices, positionsDecodeMatrix, edgeThreshold) {
weldVertices(positions, indices);
buildFaces(indices.length, positionsDecodeMatrix);
const edgeIndices = [];
const thresholdDot = Math.cos(math.DEGTORAD * edgeThreshold);
const edges = {};
let edge1;
let edge2;
let index1;
let index2;
let key;
let largeIndex = false;
let edge;
let normal1;
let normal2;
let dot;
let ia;
let ib;
for (let i = 0, len = indices.length; i < len; i += 3) {
const faceIndex = i / 3;
for (let j = 0; j < 3; j++) {
edge1 = weldedIndices[i + j];
edge2 = weldedIndices[i + ((j + 1) % 3)];
index1 = Math.min(edge1, edge2);
index2 = Math.max(edge1, edge2);
key = index1 + "," + index2;
if (edges[key] === undefined) {
edges[key] = {
index1: index1,
index2: index2,
face1: faceIndex,
face2: undefined
};
} else {
edges[key].face2 = faceIndex;
}
}
}
for (key in edges) {
edge = edges[key];
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
if (edge.face2 !== undefined) {
normal1 = faces[edge.face1].normal;
normal2 = faces[edge.face2].normal;
dot = math.dotVec3(normal1, normal2);
if (dot > thresholdDot) {
continue;
}
}
ia = indicesReverseLookup[edge.index1];
ib = indicesReverseLookup[edge.index2];
if (!largeIndex && ia > 65535 || ib > 65535) {
largeIndex = true;
}
edgeIndices.push(ia);
edgeIndices.push(ib);
}
return (largeIndex) ? new Uint32Array(edgeIndices) : new Uint16Array(edgeIndices);
};
})();
export {buildEdgeIndices};