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@@ -8,24 +8,22 @@
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* - http://www.melax.com/polychop/
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*/
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-THREE.SimplifyModifier = function() {
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+THREE.SimplifyModifier = function () {};
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-};
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-
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-(function() {
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+( function () {
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var cb = new THREE.Vector3(), ab = new THREE.Vector3();
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function pushIfUnique( array, object ) {
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- if ( array.indexOf( object ) === -1 ) array.push( object );
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+ if ( array.indexOf( object ) === - 1 ) array.push( object );
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}
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function removeFromArray( array, object ) {
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var k = array.indexOf( object );
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- if ( k > -1 ) array.splice( k, 1 );
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+ if ( k > - 1 ) array.splice( k, 1 );
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}
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@@ -38,14 +36,14 @@ THREE.SimplifyModifier = function() {
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var curvature = 0;
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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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+ var i, il = u.faces.length, face, sideFace;
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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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+ for ( i = 0; i < il; i ++ ) {
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face = u.faces[ i ];
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- if ( face.hasVertex(v) ) {
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+ if ( face.hasVertex( v ) ) {
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sideFaces.push( face );
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@@ -55,20 +53,22 @@ THREE.SimplifyModifier = function() {
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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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+ for ( i = 0; i < il; i ++ ) {
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var minCurvature = 1;
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face = u.faces[ i ];
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- for( var j = 0; j < sideFaces.length; j ++ ) {
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+ for ( var j = 0; j < sideFaces.length; j ++ ) {
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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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+ 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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@@ -79,6 +79,7 @@ THREE.SimplifyModifier = function() {
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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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@@ -88,6 +89,7 @@ THREE.SimplifyModifier = function() {
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}
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function computeEdgeCostAtVertex( v ) {
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+
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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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@@ -113,12 +115,14 @@ THREE.SimplifyModifier = function() {
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var collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
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- if ( !v.collapseNeighbor ) {
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+ if ( ! v.collapseNeighbor ) {
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+
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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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@@ -166,13 +170,16 @@ THREE.SimplifyModifier = function() {
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var vs = [ this.v1, this.v2, this.v3 ];
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var v1, v2;
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- for( var i = 0 ; i < 3 ; i ++ ) {
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+ for ( var i = 0; i < 3; i ++ ) {
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+
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v1 = vs[ i ];
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- v2 = vs[( i+1) % 3 ];
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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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- 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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@@ -181,7 +188,7 @@ THREE.SimplifyModifier = function() {
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// Collapse the edge uv by moving vertex u onto v
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- if ( !v ) {
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+ if ( ! v ) {
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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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@@ -192,7 +199,7 @@ THREE.SimplifyModifier = function() {
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var i;
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var tmpVertices = [];
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- for( i = 0 ; i < u.neighbors.length; i ++ ) {
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+ for ( i = 0; i < u.neighbors.length; i ++ ) {
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tmpVertices.push( u.neighbors[ i ] );
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@@ -200,7 +207,7 @@ THREE.SimplifyModifier = function() {
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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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+ for ( i = u.faces.length - 1; i >= 0; i -- ) {
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if ( u.faces[ i ].hasVertex( v ) ) {
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@@ -211,9 +218,9 @@ THREE.SimplifyModifier = function() {
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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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+ for ( i = u.faces.length - 1; i >= 0; i -- ) {
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- u.faces[i].replaceVertex( u, v );
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+ u.faces[ i ].replaceVertex( u, v );
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}
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@@ -221,7 +228,7 @@ THREE.SimplifyModifier = function() {
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removeVertex( u, vertices );
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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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+ for ( i = 0; i < tmpVertices.length; i ++ ) {
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computeEdgeCostAtVertex( tmpVertices[ i ] );
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@@ -237,13 +244,14 @@ THREE.SimplifyModifier = function() {
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var least = vertices[ 0 ];
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- for (var i = 0; i < vertices.length; i ++ ) {
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+ for ( var i = 0; i < vertices.length; i ++ ) {
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if ( vertices[ i ].collapseCost < least.collapseCost ) {
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least = vertices[ i ];
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}
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+
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}
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return least;
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@@ -253,6 +261,7 @@ THREE.SimplifyModifier = function() {
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// we use a triangle class to represent structure of face slightly differently
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function Triangle( v1, v2, v3, a, b, c ) {
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+
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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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@@ -280,7 +289,7 @@ THREE.SimplifyModifier = function() {
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}
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- Triangle.prototype.computeNormal = function() {
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+ Triangle.prototype.computeNormal = function () {
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var vA = this.v1.position;
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var vB = this.v2.position;
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@@ -294,13 +303,13 @@ THREE.SimplifyModifier = function() {
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};
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- Triangle.prototype.hasVertex = function( v ) {
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+ Triangle.prototype.hasVertex = function ( v ) {
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return v === this.v1 || v === this.v2 || v === this.v3;
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};
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- Triangle.prototype.replaceVertex = function( oldv, newv ) {
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+ Triangle.prototype.replaceVertex = function ( oldv, newv ) {
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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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@@ -347,17 +356,19 @@ THREE.SimplifyModifier = function() {
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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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+ Vertex.prototype.addUniqueNeighbor = function ( vertex ) {
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+
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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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+ Vertex.prototype.removeIfNonNeighbor = function ( n ) {
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var neighbors = this.neighbors;
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var faces = this.faces;
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var offset = neighbors.indexOf( n );
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- if ( offset === -1 ) return;
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+ if ( offset === - 1 ) return;
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for ( var i = 0; i < faces.length; i ++ ) {
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if ( faces[ i ].hasVertex( n ) ) return;
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@@ -365,13 +376,15 @@ THREE.SimplifyModifier = function() {
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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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+ THREE.SimplifyModifier.prototype.modify = function ( geometry, count ) {
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+
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+ if ( geometry.isBufferGeometry ) {
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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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@@ -379,83 +392,103 @@ THREE.SimplifyModifier = function() {
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var oldVertices = geometry.vertices; // Three Position
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var oldFaces = geometry.faces; // Three Face
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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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+ var vertices = [];
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+ var faces = [];
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- var i, il, face;
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+ var i, il;
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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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// add vertices
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+
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for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
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- vertices[ i ] = new Vertex( oldVertices[ i ], i );
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+ var vertex = new Vertex( oldVertices[ i ], i );
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+ vertices.push( vertex );
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}
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// add faces
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+
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for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
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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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+ var face = oldFaces[ i ];
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+
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+ var a = face.a;
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+ var b = face.b;
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+ var c = face.c;
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+
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+ var triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
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+ faces.push( triangle );
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}
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// compute all edge collapse costs
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+
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for ( i = 0, il = vertices.length; i < il; i ++ ) {
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computeEdgeCostAtVertex( vertices[ i ] );
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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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var z = count;
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- // console.time('z')
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- // console.profile('zz');
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+ while ( z -- ) {
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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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+
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+ if ( ! nextVertex ) {
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+
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+ console.log( 'THREE.SimplifyModifier: No next vertex' );
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break;
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+
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}
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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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+
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+ var simplifiedGeometry = new THREE.BufferGeometry();
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+ var position = [];
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+ var index = [];
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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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- var v = vertices[ i ];
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- newGeo.vertices.push( v.position )
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+ var vertex = vertices[ i ].position;
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+ position.push( vertex.x, vertex.y, vertex.z );
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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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- var tri = faces[ i ];
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- newGeo.faces.push( new THREE.Face3(
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- vertices.indexOf(tri.v1),
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- vertices.indexOf(tri.v2),
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- vertices.indexOf(tri.v3)
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- ) )
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+ var face = faces[ i ];
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+
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+ var a = vertices.indexOf( face.v1 );
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+ var b = vertices.indexOf( face.v2 );
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+ var c = vertices.indexOf( face.v3 );
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+
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+ index.push( a, b, c );
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}
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- return newGeo;
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+ //
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+
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+ simplifiedGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( position, 3 ) );
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+ simplifiedGeometry.setIndex( index );
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+
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+ return simplifiedGeometry;
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+
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};
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-})();
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+
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+} )();
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