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+/*
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+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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+ *
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+ * Simplification Geometry Modifier
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+ * - based on code and technique
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+ * - by Stan Melax in 1998
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+ * - Progressive Mesh type Polygon Reduction Algorithm
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+ * - http://www.melax.com/polychop/
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+ */
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+
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+THREE.SimplifyModifier = function() {
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+
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+};
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+
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+(function() {
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+
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+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
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+
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+ function pushIfUnique( array, object ) {
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+
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+ if ( array.indexOf( object ) === -1 ) array.push( object );
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+
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+ }
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+
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+ function removeFromArray( array, object ) {
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+
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+ var k = array.indexOf( object );
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+ if ( k > -1 ) array.splice( k, 1 );
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+
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+ }
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+
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+ function computeEdgeCollapseCost( u, v ) {
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+
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+ // if we collapse edge uv by moving u to v then how
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+ // much different will the model change, i.e. the "error".
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+
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+ var edgelength = v.position.distanceTo( u.position );
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+ var curvature = 0;
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+
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+ var sideFaces = [];
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+ var i, uFaces = u.faces, il = u.faces.length, face, sideFace;
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+
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+ // find the "sides" triangles that are on the edge uv
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+ for ( i = 0 ; i < il; i ++ ) {
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+
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+ face = u.faces[ i ];
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+
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+ if ( face.hasVertex(v) ) {
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+
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+ sideFaces.push( face );
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+
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+ }
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+
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+ }
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+
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+ // use the triangle facing most away from the sides
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+ // to determine our curvature term
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+ for ( i = 0 ; i < il; i ++ ) {
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+
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+ var minCurvature = 1;
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+ face = u.faces[ i ];
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+
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+ for( var j = 0; j < sideFaces.length; j ++ ) {
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+
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+ sideFace = sideFaces[ j ];
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+ // use dot product of face normals.
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+ var dotProd = face.normal.dot( sideFace.normal );
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+ minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2);
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+ }
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+
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+ curvature = Math.max( curvature, minCurvature );
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+ }
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+
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+ // crude approach in attempt to preserve borders
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+ // though it seems not to be totally correct
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+ var borders = 0;
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+ if ( sideFaces.length < 2 ) {
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+
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+ // we add some arbitrary cost for borders,
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+ // borders += 10;
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+ curvature = 1;
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+ }
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+
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+ var amt = edgelength * curvature + borders;
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+
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+ return amt;
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+
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+ }
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+
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+ function computeEdgeCostAtVertex( v ) {
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+ // compute the edge collapse cost for all edges that start
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+ // from vertex v. Since we are only interested in reducing
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+ // the object by selecting the min cost edge at each step, we
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+ // only cache the cost of the least cost edge at this vertex
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+ // (in member variable collapse) as well as the value of the
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+ // cost (in member variable collapseCost).
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+
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+ if ( v.neighbors.length === 0 ) {
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+
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+ // collapse if no neighbors.
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+ v.collapseNeighbor = null;
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+ v.collapseCost = - 0.01;
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+
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+ return;
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+
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+ }
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+
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+ v.collapseCost = 100000;
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+ v.collapseNeighbor = null;
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+
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+ // search all neighboring edges for "least cost" edge
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+ for ( var i = 0; i < v.neighbors.length; i ++ ) {
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+
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+ var collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
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+
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+ if ( !v.collapseNeighbor ) {
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+ v.collapseNeighbor = v.neighbors[ i ];
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+ v.collapseCost = collapseCost;
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+ v.minCost = collapseCost;
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+ v.totalCost = 0;
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+ v.costCount = 0;
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+ }
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+
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+ v.costCount ++;
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+ v.totalCost += collapseCost;
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+
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+ if ( collapseCost < v.minCost ) {
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+
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+ v.collapseNeighbor = v.neighbors[ i ];
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+ v.minCost = collapseCost;
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+
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+ }
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+
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+ }
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+
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+ // we average the cost of collapsing at this vertex
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+ v.collapseCost = v.totalCost / v.costCount
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+ // v.collapseCost = v.minCost;
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+
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+ }
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+
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+ function removeVertex( v, vertices ) {
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+
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+ console.assert( v.faces.length === 0 );
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+
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+ while ( v.neighbors.length ) {
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+
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+ var n = v.neighbors.pop();
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+ removeFromArray( n.neighbors, v );
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+
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+ }
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+
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+ removeFromArray( vertices, v );
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+
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+ }
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+
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+ function removeFace( f, faces ) {
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+
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+ removeFromArray( faces, f );
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+
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+ if ( f.v1 ) removeFromArray( f.v1.faces, f );
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+ if ( f.v2 ) removeFromArray( f.v2.faces, f );
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+ if ( f.v3 ) removeFromArray( f.v3.faces, f );
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+
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+ // TODO optimize this!
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+ var vs = [ this.v1, this.v2, this.v3 ];
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+ var v1, v2;
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+
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+ for( var i = 0 ; i < 3 ; i ++ ) {
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+ v1 = vs[ i ];
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+ v2 = vs[( i+1) % 3 ];
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+
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+ if( !v1 || !v2 ) continue;
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+ v1.removeIfNonNeighbor( v2 );
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+ v2.removeIfNonNeighbor( v1 );
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+ }
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+
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+ }
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+
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+ function collapse( vertices, faces, u, v ) { // u and v are pointers to vertices of an edge
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+
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+ // Collapse the edge uv by moving vertex u onto v
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+
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+ if ( !v ) {
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+
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+ // u is a vertex all by itself so just delete it..
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+ removeVertex( u, vertices );
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+ return;
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+
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+ }
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+
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+ var i;
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+ var tmpVertices = [];
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+
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+ for( i = 0 ; i < u.neighbors.length; i ++ ) {
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+
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+ tmpVertices.push( u.neighbors[ i ] );
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+
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+ }
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+
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+
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+ // delete triangles on edge uv:
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+ for( i = u.faces.length - 1; i >= 0; i -- ) {
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+
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+ if ( u.faces[ i ].hasVertex( v ) ) {
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+
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+ removeFace( u.faces[ i ], faces );
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+
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+ }
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+
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+ }
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+
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+ // update remaining triangles to have v instead of u
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+ for( i = u.faces.length -1 ; i >= 0; i -- ) {
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+
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+ u.faces[i].replaceVertex( u, v );
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+
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+ }
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+
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+
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+ removeVertex( u, vertices );
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+
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+ // recompute the edge collapse costs in neighborhood
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+ for( i = 0; i < tmpVertices.length; i ++ ) {
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+
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+ computeEdgeCostAtVertex( tmpVertices[ i ] );
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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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+ function minimumCostEdge( vertices ) {
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+
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+ // O(n * n) approach. TODO optimize this
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+
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+ var least = vertices[ 0 ];
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+
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+ for (var i = 0; i < vertices.length; i ++ ) {
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+
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+ if ( vertices[ i ].collapseCost < least.collapseCost ) {
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+
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+ least = vertices[ i ];
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+
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+ }
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+ }
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+
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+ return least;
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+
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+ }
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+
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+ // we use a triangle class to represent structure of face slightly differently
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+
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+ function Triangle( v1, v2, v3, a, b, c ) {
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+ this.a = a;
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+ this.b = b;
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+ this.c = c;
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+
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+ this.v1 = v1;
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+ this.v2 = v2;
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+ this.v3 = v3;
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+
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+ this.normal = new THREE.Vector3();
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+
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+ this.computeNormal();
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+
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+ v1.faces.push( this );
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+ v1.addUniqueNeighbor( v2 );
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+ v1.addUniqueNeighbor( v3 );
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+
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+ v2.faces.push( this );
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+ v2.addUniqueNeighbor( v1 );
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+ v2.addUniqueNeighbor( v3 );
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+
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+
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+ v3.faces.push( this );
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+ v3.addUniqueNeighbor( v1 );
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+ v3.addUniqueNeighbor( v2 );
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+
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+ }
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+
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+ Triangle.prototype.computeNormal = function() {
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+
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+ var vA = this.v1.position;
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+ var vB = this.v2.position;
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+ var vC = this.v3.position;
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+
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+ cb.subVectors( vC, vB );
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+ ab.subVectors( vA, vB );
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+ cb.cross( ab ).normalize();
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+
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+ this.normal.copy( cb );
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+
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+ };
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+
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+ Triangle.prototype.hasVertex = function( v ) {
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+
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+ return v === this.v1 || v === this.v2 || v === this.v3;
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+
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+ };
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+
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+ Triangle.prototype.replaceVertex = function( oldv, newv ) {
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+
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+ if ( oldv === this.v1 ) this.v1 = newv;
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+ else if ( oldv === this.v2 ) this.v2 = newv;
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+ else if ( oldv === this.v3 ) this.v3 = newv;
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+
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+ removeFromArray( oldv.faces, this );
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+ newv.faces.push( this );
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+
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+
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+ oldv.removeIfNonNeighbor( this.v1 );
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+ this.v1.removeIfNonNeighbor( oldv );
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+
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+ oldv.removeIfNonNeighbor( this.v2 );
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+ this.v2.removeIfNonNeighbor( oldv );
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+
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+ oldv.removeIfNonNeighbor( this.v3 );
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+ this.v3.removeIfNonNeighbor( oldv );
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+
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+ this.v1.addUniqueNeighbor( this.v2 );
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+ this.v1.addUniqueNeighbor( this.v3 );
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+
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+ this.v2.addUniqueNeighbor( this.v1 );
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+ this.v2.addUniqueNeighbor( this.v3 );
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+
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+ this.v3.addUniqueNeighbor( this.v1 );
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+ this.v3.addUniqueNeighbor( this.v2 );
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+
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+ this.computeNormal();
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+
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+ };
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+
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+ function Vertex( v, id ) {
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+
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+ this.position = v;
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+
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+ this.id = id; // old index id
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+
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+ this.faces = []; // faces vertex is connected
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+ this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
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+
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+ // these will be computed in computeEdgeCostAtVertex()
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+ this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
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+ this.collapseNeighbor = null; // best candinate for collapsing
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+
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+ }
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+
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+ Vertex.prototype.addUniqueNeighbor = function( vertex ) {
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+ pushIfUnique(this.neighbors, vertex);
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+ }
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+
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+ Vertex.prototype.removeIfNonNeighbor = function( n ) {
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+
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+ var neighbors = this.neighbors;
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+ var faces = this.faces;
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+
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+ var offset = neighbors.indexOf( n );
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+ if ( offset === -1 ) return;
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+ for ( var i = 0; i < faces.length; i ++ ) {
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+
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+ if ( faces[ i ].hasVertex( n ) ) return;
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+
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+ }
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+
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+ neighbors.splice( offset, 1 );
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+ }
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+
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+ THREE.SimplifyModifier.prototype.modify = function( geometry, count ) {
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+
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+ if ( geometry instanceof THREE.BufferGeometry && !geometry.vertices && !geometry.faces ) {
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+ console.log('converting BufferGeometry to Geometry');
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+ geometry = new THREE.Geometry().fromBufferGeometry( geometry );
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+ }
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+
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+ geometry.mergeVertices();
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+
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+ var oldVertices = geometry.vertices; // Three Position
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+ var oldFaces = geometry.faces; // Three Face
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+
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+ var newGeometry = new THREE.Geometry();
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+
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+ // conversion
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+ var vertices = new Array( oldVertices.length ); // Simplify Custom Vertex Struct
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+ var faces = new Array( oldFaces.length ); // Simplify Custom Traignle Struct
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+
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+ var i, il, face;
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+
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+ //
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+ // put data of original geometry in different data structures
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+ //
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+
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+ // add vertices
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+ for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
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+
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+ vertices[ i ] = new Vertex( oldVertices[ i ], i );
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+
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+ }
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+
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+ // add faces
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+ for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
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+
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+ face = oldFaces[ i ];
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+ faces[ i ] = new Triangle( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ], face.a, face.b, face.c );
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+
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+ }
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+
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+ // compute all edge collapse costs
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+ for ( i = 0, il = vertices.length; i < il; i ++ ) {
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+
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+ computeEdgeCostAtVertex( vertices[ i ] );
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+
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+ }
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+
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+ var permutation = new Array( vertices.length );
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+ var map = new Array( vertices.length );
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+
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+ var nextVertex;
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+
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+ var z = count;
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+
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+ // console.time('z')
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+ // console.profile('zz');
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+
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+ while( z-- ) {
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+ nextVertex = minimumCostEdge( vertices );
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+ if (!nextVertex) {
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+ console.log('no next vertex');
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+ break;
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+ }
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+ collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
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+ }
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+
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+ // console.profileEnd('zz');
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+ // console.timeEnd('z')
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+
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+ // TODO convert to buffer geometry.
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+ var newGeo = new THREE.Geometry();
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+
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+ for ( i = 0; i < vertices.length; i ++ ) {
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+
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+ var v = vertices[ i ];
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+ newGeo.vertices.push( v.position )
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+
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+ }
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+
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+ for ( i = 0; i < faces.length; i ++ ) {
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+
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+ var tri = faces[ i ];
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+ newGeo.faces.push( new THREE.Face3(
|
|
|
+ vertices.indexOf(tri.v1),
|
|
|
+ vertices.indexOf(tri.v2),
|
|
|
+ vertices.indexOf(tri.v3)
|
|
|
+ ) )
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return newGeo;
|
|
|
+ };
|
|
|
+})()
|