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HuangJiPC / public / static / three / examples / js / utils / GeometryCompressionUtils.js
@zhangdeliang zhangdeliang on 21 Jun 14 KB update
( function () {

	/**
 * Octahedron and Quantization encodings based on work by:
 *
 * @link https://github.com/tsherif/mesh-quantization-example
 *
 */
	/**
 * 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 THREE.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 THREE.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 THREE.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 THREE.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 THREE.PackedPhongMaterial ) ) {

			mesh.material = new THREE.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 THREE.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 THREE.PackedPhongMaterial ) ) {

			mesh.material = new THREE.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 THREE.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 THREE.PackedPhongMaterial ) ) {

				mesh.material = new THREE.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 THREE.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 THREE.PackedPhongMaterial ) ) {

				mesh.material = new THREE.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 THREE.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 THREE.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 THREE.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
		};

	}

	THREE.GeometryCompressionUtils = {};
	THREE.GeometryCompressionUtils.compressNormals = compressNormals;
	THREE.GeometryCompressionUtils.compressPositions = compressPositions;
	THREE.GeometryCompressionUtils.compressUvs = compressUvs;

} )();