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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'
import { getBboxScaleAndCentroid } from './util'
import { FACE_SCALE } from '../constants'
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)
}
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;'
)
}
}
function dracoDidLoad(bufferGeometry) {
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()
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("my_mesh")
scene.remove(selectedObject)
geometry.name = "my_mesh"
scene.add(geometry)
}
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