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import { Points, Mesh, MeshBasicMaterial, VertexColors, TrianglesDrawMode } from 'three'
import { scene } from '../renderer'
import DRACOLoader from '../../util/vendor/DRACOLoader'
import GeometryHelper from '../../util/vendor/geometryHelper'
DRACOLoader.setDecoderPath('/assets/js/vendor/draco/')
const dracoLoader = new DRACOLoader()
DRACOLoader.getDecoderModule()
export function load(name) {
dracoLoader.setVerbosity(1)
dracoLoader.setDrawMode(TrianglesDrawMode)
dracoLoader.setSkipDequantization('position', true)
dracoLoader.load('/assets/data/faces/' + name + '.drc', dracoDidLoad)
// dracoLoader.load('/assets/data/faces/' + name + '.drc', (geometry) => {
// geometry.computeVertexNormals()
// const material = new MeshBasicMaterial({ vertexColors: VertexColors })
// const mesh = new Mesh(geometry, material)
// scene.add(mesh)
// console.log(name)
// // Release the cached decoder module.
// DRACOLoader.releaseDecoderModule()
// })
}
export function update(name) {
load(name)
}
function setDequantizationForMaterial(material, bufferGeometry) {
material.onBeforeCompile = (shader) => {
// Add uniform variables needed for dequantization.
const posAttribute = bufferGeometry.attributes.position
shader.uniforms.normConstant = { value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) }
shader.uniforms.minPos = { value: posAttribute.minValues }
shader.vertexShader = 'uniform float maxRange;\n' +
'uniform float normConstant;\n' +
'uniform vec3 minPos;\n' +
shader.vertexShader
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
'vec3 transformed = minPos + position * normConstant;'
)
}
}
export function dracoDidLoad(bufferGeometry) {
// if (dracoLoader.decode_time !== undefined) {
// fileDisplayArea.innerText = 'Decode time = ' + dracoLoader.decode_time + '\n' +
// 'Import time = ' + dracoLoader.import_time
// }
const material = new MeshBasicMaterial({ vertexColors: VertexColors })
material.wireframe = true
// If the position attribute is quantized, modify the material to perform
// dequantization on the GPU.
if (bufferGeometry.attributes.position.isQuantized) {
setDequantizationForMaterial(material, bufferGeometry)
}
let geometry
// Point cloud does not have face indices.
if (bufferGeometry.index === null) {
geometry = new Points(bufferGeometry, material)
} else {
if (bufferGeometry.attributes.normal === undefined) {
const geometryHelper = new GeometryHelper()
geometryHelper.computeVertexNormals(bufferGeometry)
}
geometry = new Mesh(bufferGeometry, material)
geometry.drawMode = dracoLoader.drawMode
}
// Compute range of the geometry coordinates for proper rendering.
bufferGeometry.computeBoundingBox()
if (bufferGeometry.attributes.position.isQuantized) {
// If the geometry is quantized, transform the bounding box to the dequantized
// coordinates.
const posAttribute = bufferGeometry.attributes.position
const normConstant = posAttribute.maxRange / (1 << posAttribute.numQuantizationBits)
const minPos = posAttribute.minValues
bufferGeometry.boundingBox.max.x = minPos[0] + bufferGeometry.boundingBox.max.x * normConstant
bufferGeometry.boundingBox.max.y = minPos[1] + bufferGeometry.boundingBox.max.y * normConstant
bufferGeometry.boundingBox.max.z = minPos[2] + bufferGeometry.boundingBox.max.z * normConstant
bufferGeometry.boundingBox.min.x = minPos[0] + bufferGeometry.boundingBox.min.x * normConstant
bufferGeometry.boundingBox.min.y = minPos[1] + bufferGeometry.boundingBox.min.y * normConstant
bufferGeometry.boundingBox.min.z = minPos[2] + bufferGeometry.boundingBox.min.z * normConstant
}
const sizeX = bufferGeometry.boundingBox.max.x - bufferGeometry.boundingBox.min.x
const sizeY = bufferGeometry.boundingBox.max.y - bufferGeometry.boundingBox.min.y
const sizeZ = bufferGeometry.boundingBox.max.z - bufferGeometry.boundingBox.min.z
const diagonalSize = Math.sqrt(sizeX * sizeX + sizeY * sizeY + sizeZ * sizeZ)
const scale = 1.0 / diagonalSize
const midX = (bufferGeometry.boundingBox.min.x + bufferGeometry.boundingBox.max.x) / 2
const midY = (bufferGeometry.boundingBox.min.y + bufferGeometry.boundingBox.max.y) / 2
const midZ = (bufferGeometry.boundingBox.min.z + bufferGeometry.boundingBox.max.z) / 2
geometry.scale.multiplyScalar(scale)
geometry.position.x = -midX * scale
geometry.position.y = -midY * scale
geometry.position.z = -midZ * scale
// geometry.castShadow = true
// geometry.receiveShadow = true
const selectedObject = scene.getObjectByName("my_mesh")
scene.remove(selectedObject)
geometry.name = "my_mesh"
scene.add(geometry)
}
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