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import {
Points,
Mesh, MeshBasicMaterial, MeshStandardMaterial,
VertexColors, TrianglesDrawMode, DoubleSide
} from 'three'
import { scene } from '../renderer'
import DRACOLoader from '../../util/vendor/DRACOLoader'
import GeometryHelper from '../../util/vendor/geometryHelper'
import { getBboxScaleAndCentroid } from './util'
import { FACE_SCALE } from '../constants'
DRACOLoader.setDecoderPath('/assets/js/vendor/draco/')
const dracoLoader = new DRACOLoader()
DRACOLoader.getDecoderModule()
dracoLoader.setVerbosity(1)
dracoLoader.setDrawMode(TrianglesDrawMode)
export function load(name) {
dracoLoader.setSkipDequantization('position', true)
return new Promise((resolve, reject) => {
const loaded = geometry => resolve(geometry)
const progress = () => {}
const error = () => reject()
dracoLoader.load('/assets/data/faces/' + name + '.drc', loaded, progress, error)
})
}
export function update(name) {
load(name)
}
export function createFaceMeshes(geometry) {
return {
blank: createBlankFace(geometry),
wireframe: createWireframeFace(geometry),
solid: createSolidFace(geometry),
}
}
export function remove() {
removeMesh('blank')
removeMesh('wireframe')
removeMesh('solid')
}
export function removeMesh(name) {
const selectedObject = scene.getObjectByName(name)
scene.remove(selectedObject)
}
function createBlankFace(geometry) {
const material = new MeshStandardMaterial({
color: 0xFFFFFF,
metalness: 0.2,
roughness: 0.5,
alphaTest: 0.01,
})
material.wireframe = false
material.transparent = true
material.opacity = 0
material.side = DoubleSide
return appendFace('blank', geometry, material)
}
function createWireframeFace(geometry) {
const material = new MeshBasicMaterial({
vertexColors: VertexColors,
alphaTest: 0.01,
})
material.wireframe = true
material.transparent = true
material.opacity = 0
return appendFace('wireframe', geometry, material)
}
function createSolidFace(geometry) {
const material = new MeshBasicMaterial({ vertexColors: VertexColors })
material.transparent = true
material.opacity = 0
material.side = DoubleSide
return appendFace('solid', geometry, material)
}
function appendFace(name, bufferGeometry, material) {
// 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()
const bbox = bufferGeometry.boundingBox
const { scale, midX, midY, midZ } = getBboxScaleAndCentroid(bbox, bufferGeometry.attributes.position)
geometry.scale.multiplyScalar(scale * FACE_SCALE)
geometry.position.x = -midX * scale
geometry.position.y = -midY * scale
geometry.position.z = -midZ * scale
geometry.frustumCulled = false
// geometry.castShadow = true
// geometry.receiveShadow = true
const selectedObject = scene.getObjectByName(name)
scene.remove(selectedObject)
geometry.name = name
scene.add(geometry)
return geometry
}
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;'
)
}
}
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