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+import { BufferAttribute } from 'three';
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+
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+/**
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+ * A plugin for `3d-tiles-renderer` that computes creased vertex normals for the
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+ * geometry of each loaded tile: smooth normals everywhere except where faces meet
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+ * at an angle greater than the crease angle. Useful for photogrammetry tile sets
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+ * like Google Photorealistic 3D Tiles which come without vertex normals.
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+ *
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+ * The normals are computed in a Web Worker so tile processing doesn't block the
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+ * main thread. Tiles are displayed once their normals are ready.
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+ *
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+ * ```js
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+ * tiles.registerPlugin( new TileCreasedNormalsPlugin( { creaseAngle: Math.PI / 6 } ) );
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+ * ```
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+ *
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+ * @three_import import { TileCreasedNormalsPlugin } from 'three/addons/misc/TileCreasedNormalsPlugin.js';
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+ */
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+class TileCreasedNormalsPlugin {
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+
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+ /**
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+ * Constructs a new plugin.
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+ *
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+ * @param {Object} [options] - The configuration options.
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+ * @param {number} [options.creaseAngle=Math.PI/3] - The crease angle in radians.
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+ */
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+ constructor( { creaseAngle = Math.PI / 3 } = {} ) {
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+
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+ /**
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+ * The crease angle in radians.
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+ *
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+ * @type {number}
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+ */
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+ this.creaseAngle = creaseAngle;
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+
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+ this._requestId = 0;
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+ this._pending = new Map();
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+
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+ const workerCode = `
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+
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+ ${ computeCreasedNormals.toString() }
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+
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+ onmessage = ( { data } ) => {
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+
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+ const { id, positions, creaseAngle } = data;
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+ const normals = computeCreasedNormals( positions, creaseAngle );
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+ postMessage( { id, positions, normals }, [ positions.buffer, normals.buffer ] );
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+
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+ };
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+
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+ `;
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+
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+ this._worker = new Worker( URL.createObjectURL( new Blob( [ workerCode ] ) ) );
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+ this._worker.onmessage = ( { data } ) => {
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+
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+ this._pending.get( data.id )( data );
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+ this._pending.delete( data.id );
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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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+ * Called by the tiles renderer for each loaded tile model. The tile is
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+ * displayed once the returned promise resolves.
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+ *
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+ * @param {Object3D} scene - The tile model.
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+ * @return {Promise} A promise that resolves when all geometries have creased normals.
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+ */
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+ processTileModel( scene ) {
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+
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+ const promises = [];
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+
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+ scene.traverse( ( mesh ) => {
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+
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+ if ( mesh.geometry ) {
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+
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+ promises.push( this._processMesh( mesh ) );
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+
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+ }
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+
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+ } );
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+
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+ return Promise.all( promises );
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+
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+ }
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+
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+ _processMesh( mesh ) {
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+
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+ const geometry = mesh.geometry.index ? mesh.geometry.toNonIndexed() : mesh.geometry;
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+ const positions = geometry.attributes.position.array;
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+
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+ const id = this._requestId ++;
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+ this._worker.postMessage( { id, positions, creaseAngle: this.creaseAngle }, [ positions.buffer ] );
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+
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+ return new Promise( ( resolve ) => {
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+
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+ this._pending.set( id, ( { positions, normals } ) => {
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+
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+ geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
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+ geometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
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+ mesh.geometry = geometry;
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+ resolve();
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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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+ /**
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+ * Called by the tiles renderer when the plugin is unregistered or the
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+ * tiles renderer is disposed.
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+ */
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+ dispose() {
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+
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+ this._worker.terminate();
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+
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+ }
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+
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+}
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+
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+// Computes creased normals for non-indexed triangle positions. The function is
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+// self-contained so it can be serialized into the worker.
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+function computeCreasedNormals( positions, creaseAngle ) {
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+
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+ const creaseDot = Math.cos( creaseAngle );
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+ const hashMultiplier = ( 1 + 1e-10 ) * 1e2;
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+
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+ const vertexCount = positions.length / 3;
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+ const faceCount = vertexCount / 3;
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+
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+ // compute the normal of each face
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+ const faceNormals = new Float64Array( faceCount * 3 );
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+ for ( let f = 0; f < faceCount; f ++ ) {
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+
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+ const f9 = 9 * f;
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+ const ax = positions[ f9 + 0 ], ay = positions[ f9 + 1 ], az = positions[ f9 + 2 ];
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+ const bx = positions[ f9 + 3 ], by = positions[ f9 + 4 ], bz = positions[ f9 + 5 ];
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+ const cx = positions[ f9 + 6 ], cy = positions[ f9 + 7 ], cz = positions[ f9 + 8 ];
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+
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+ const v1x = cx - bx, v1y = cy - by, v1z = cz - bz;
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+ const v2x = ax - bx, v2y = ay - by, v2z = az - bz;
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+
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+ const nx = v1y * v2z - v1z * v2y;
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+ const ny = v1z * v2x - v1x * v2z;
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+ const nz = v1x * v2y - v1y * v2x;
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+
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+ const invLength = 1 / ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 );
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+ faceNormals[ 3 * f + 0 ] = nx * invLength;
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+ faceNormals[ 3 * f + 1 ] = ny * invLength;
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+ faceNormals[ 3 * f + 2 ] = nz * invLength;
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+
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+ }
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+
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+ // assign an id to each vertex, sharing the id between vertices with the same
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+ // quantized position via an open-addressed hash table (slots hold id + 1, 0 means empty)
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+ const vertexIds = new Int32Array( vertexCount );
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+ const quantized = new Int32Array( vertexCount * 3 );
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+
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+ let tableSize = 1;
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+ while ( tableSize < vertexCount * 2 ) tableSize <<= 1;
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+ const tableMask = tableSize - 1;
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+ const table = new Int32Array( tableSize );
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+
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+ let uniqueCount = 0;
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+ for ( let i = 0; i < vertexCount; i ++ ) {
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+
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+ const i3 = 3 * i;
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+ const qx = ~ ~ ( positions[ i3 + 0 ] * hashMultiplier );
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+ const qy = ~ ~ ( positions[ i3 + 1 ] * hashMultiplier );
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+ const qz = ~ ~ ( positions[ i3 + 2 ] * hashMultiplier );
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+
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+ let slot = ( Math.imul( qx, 73856093 ) ^ Math.imul( qy, 19349663 ) ^ Math.imul( qz, 83492791 ) ) & tableMask;
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+
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+ while ( true ) {
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+
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+ const id = table[ slot ];
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+
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+ if ( id === 0 ) {
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+
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+ const q3 = 3 * uniqueCount;
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+ quantized[ q3 + 0 ] = qx;
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+ quantized[ q3 + 1 ] = qy;
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+ quantized[ q3 + 2 ] = qz;
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+
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+ table[ slot ] = uniqueCount + 1;
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+ vertexIds[ i ] = uniqueCount ++;
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+ break;
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+
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+ }
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+
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+ const q3 = 3 * ( id - 1 );
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+
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+ if ( quantized[ q3 + 0 ] === qx && quantized[ q3 + 1 ] === qy && quantized[ q3 + 2 ] === qz ) {
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+
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+ vertexIds[ i ] = id - 1;
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+ break;
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+
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+ }
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+
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+ slot = ( slot + 1 ) & tableMask;
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+
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+ }
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+
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+ }
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+
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+ // bucket the faces surrounding each unique vertex position
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+ const bucketOffsets = new Int32Array( uniqueCount + 1 );
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+ for ( let i = 0; i < vertexCount; i ++ ) bucketOffsets[ vertexIds[ i ] + 1 ] ++;
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+ for ( let i = 0; i < uniqueCount; i ++ ) bucketOffsets[ i + 1 ] += bucketOffsets[ i ];
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+
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+ const bucketFaces = new Int32Array( vertexCount );
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+ const bucketCursors = bucketOffsets.slice( 0, uniqueCount );
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+ for ( let f = 0; f < faceCount; f ++ ) {
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+
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+ const f3 = 3 * f;
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+ bucketFaces[ bucketCursors[ vertexIds[ f3 + 0 ] ] ++ ] = f;
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+ bucketFaces[ bucketCursors[ vertexIds[ f3 + 1 ] ] ++ ] = f;
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+ bucketFaces[ bucketCursors[ vertexIds[ f3 + 2 ] ] ++ ] = f;
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+
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+ }
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+
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+ // average the normals of the faces surrounding each vertex if they are within the
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+ // provided crease threshold
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+ const normalArray = new Float32Array( vertexCount * 3 );
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+ for ( let f = 0; f < faceCount; f ++ ) {
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+
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+ const f3 = 3 * f;
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+ const nx = faceNormals[ f3 + 0 ];
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+ const ny = faceNormals[ f3 + 1 ];
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+ const nz = faceNormals[ f3 + 2 ];
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+
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+ for ( let n = 0; n < 3; n ++ ) {
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+
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+ const i = f3 + n;
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+ const id = vertexIds[ i ];
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+
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+ let sumX = 0, sumY = 0, sumZ = 0;
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+
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+ for ( let k = bucketOffsets[ id ], end = bucketOffsets[ id + 1 ]; k < end; k ++ ) {
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+
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+ const o3 = 3 * bucketFaces[ k ];
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+ const ox = faceNormals[ o3 + 0 ];
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+ const oy = faceNormals[ o3 + 1 ];
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+ const oz = faceNormals[ o3 + 2 ];
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+
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+ if ( nx * ox + ny * oy + nz * oz > creaseDot ) {
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+
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+ sumX += ox;
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+ sumY += oy;
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+ sumZ += oz;
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+
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+ }
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+
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+ }
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+
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+ const invLength = 1 / ( Math.sqrt( sumX * sumX + sumY * sumY + sumZ * sumZ ) || 1 );
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+ normalArray[ 3 * i + 0 ] = sumX * invLength;
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+ normalArray[ 3 * i + 1 ] = sumY * invLength;
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+ normalArray[ 3 * i + 2 ] = sumZ * invLength;
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+
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+ }
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+
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+ }
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+
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+ return normalArray;
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+
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+}
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+
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+export { TileCreasedNormalsPlugin };
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