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File: //var/www/aspa/three/addons/modifiers/SimplifyModifier.js
import {
	BufferGeometry,
	Float32BufferAttribute,
	Vector2,
	Vector3,
	Vector4
} from 'three';
import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js';

/**
 *	Simplification Geometry Modifier
 *    - based on code and technique
 *	  - by Stan Melax in 1998
 *	  - Progressive Mesh type Polygon Reduction Algorithm
 *    - http://www.melax.com/polychop/
 */

const _cb = new Vector3(), _ab = new Vector3();

class SimplifyModifier {

	modify( geometry, count ) {

		geometry = geometry.clone();

		// currently morphAttributes are not supported
		delete geometry.morphAttributes.position;
		delete geometry.morphAttributes.normal;
		const attributes = geometry.attributes;

		// this modifier can only process indexed and non-indexed geomtries with at least a position attribute

		for ( const name in attributes ) {

			if ( name !== 'position' && name !== 'uv' && name !== 'normal' && name !== 'tangent' && name !== 'color' ) geometry.deleteAttribute( name );

		}

		geometry = BufferGeometryUtils.mergeVertices( geometry );

		//
		// put data of original geometry in different data structures
		//

		const vertices = [];
		const faces = [];

		// add vertices

		const positionAttribute = geometry.getAttribute( 'position' );
		const uvAttribute = geometry.getAttribute( 'uv' );
		const normalAttribute = geometry.getAttribute( 'normal' );
		const tangentAttribute = geometry.getAttribute( 'tangent' );
		const colorAttribute = geometry.getAttribute( 'color' );

		let t = null;
		let v2 = null;
		let nor = null;
		let col = null;

		for ( let i = 0; i < positionAttribute.count; i ++ ) {

			const v = new Vector3().fromBufferAttribute( positionAttribute, i );
			if ( uvAttribute ) {

				v2 = new Vector2().fromBufferAttribute( uvAttribute, i );

			}

			if ( normalAttribute ) {

				nor = new Vector3().fromBufferAttribute( normalAttribute, i );

			}

			if ( tangentAttribute ) {

				t = new Vector4().fromBufferAttribute( tangentAttribute, i );

			}

			if ( colorAttribute ) {

				col = new THREE.Color().fromBufferAttribute( colorAttribute, i );

			}

			const vertex = new Vertex( v, v2, nor, t, col );
			vertices.push( vertex );

		}

		// add faces

		let index = geometry.getIndex();

		if ( index !== null ) {

			for ( let i = 0; i < index.count; i += 3 ) {

				const a = index.getX( i );
				const b = index.getX( i + 1 );
				const c = index.getX( i + 2 );

				const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
				faces.push( triangle );

			}

		} else {

			for ( let i = 0; i < positionAttribute.count; i += 3 ) {

				const a = i;
				const b = i + 1;
				const c = i + 2;

				const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
				faces.push( triangle );

			}

		}

		// compute all edge collapse costs

		for ( let i = 0, il = vertices.length; i < il; i ++ ) {

			computeEdgeCostAtVertex( vertices[ i ] );

		}

		let nextVertex;

		let z = count;

		while ( z -- ) {

			nextVertex = minimumCostEdge( vertices );

			if ( ! nextVertex ) {

				console.log( 'THREE.SimplifyModifier: No next vertex' );
				break;

			}

			collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );

		}

		//

		const simplifiedGeometry = new BufferGeometry();
		const position = [];
		const uv = [];
		const normal = [];
		const tangent = [];
		const color = [];

		index = [];

		//

		for ( let i = 0; i < vertices.length; i ++ ) {

			const vertex = vertices[ i ];
			position.push( vertex.position.x, vertex.position.y, vertex.position.z );
			if ( vertex.uv ) {

				uv.push( vertex.uv.x, vertex.uv.y );

			}

			if ( vertex.normal ) {

				normal.push( vertex.normal.x, vertex.normal.y, vertex.normal.z );

			}

			if ( vertex.tangent ) {

				tangent.push( vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w );

			}

			if ( vertex.color ) {

				color.push( vertex.color.r, vertex.color.g, vertex.color.b );

			}


			// cache final index to GREATLY speed up faces reconstruction
			vertex.id = i;

		}

		//

		for ( let i = 0; i < faces.length; i ++ ) {

			const face = faces[ i ];
			index.push( face.v1.id, face.v2.id, face.v3.id );

		}

		simplifiedGeometry.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
		if ( uv.length > 0 ) simplifiedGeometry.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
		if ( normal.length > 0 ) simplifiedGeometry.setAttribute( 'normal', new Float32BufferAttribute( normal, 3 ) );
		if ( tangent.length > 0 ) simplifiedGeometry.setAttribute( 'tangent', new Float32BufferAttribute( tangent, 4 ) );
		if ( color.length > 0 ) simplifiedGeometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );

		simplifiedGeometry.setIndex( index );

		return simplifiedGeometry;

	}

}

function pushIfUnique( array, object ) {

	if ( array.indexOf( object ) === - 1 ) array.push( object );

}

function removeFromArray( array, object ) {

	const k = array.indexOf( object );
	if ( k > - 1 ) array.splice( k, 1 );

}

function computeEdgeCollapseCost( u, v ) {

	// if we collapse edge uv by moving u to v then how
	// much different will the model change, i.e. the "error".

	const edgelength = v.position.distanceTo( u.position );
	let curvature = 0;

	const sideFaces = [];

	// find the "sides" triangles that are on the edge uv
	for ( let i = 0, il = u.faces.length; i < il; i ++ ) {

		const face = u.faces[ i ];

		if ( face.hasVertex( v ) ) {

			sideFaces.push( face );

		}

	}

	// use the triangle facing most away from the sides
	// to determine our curvature term
	for ( let i = 0, il = u.faces.length; i < il; i ++ ) {

		let minCurvature = 1;
		const face = u.faces[ i ];

		for ( let j = 0; j < sideFaces.length; j ++ ) {

			const sideFace = sideFaces[ j ];
			// use dot product of face normals.
			const dotProd = face.normal.dot( sideFace.normal );
			minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 );

		}

		curvature = Math.max( curvature, minCurvature );

	}

	// crude approach in attempt to preserve borders
	// though it seems not to be totally correct
	const borders = 0;

	if ( sideFaces.length < 2 ) {

		// we add some arbitrary cost for borders,
		// borders += 10;
		curvature = 1;

	}

	const amt = edgelength * curvature + borders;

	return amt;

}

function computeEdgeCostAtVertex( v ) {

	// compute the edge collapse cost for all edges that start
	// from vertex v.  Since we are only interested in reducing
	// the object by selecting the min cost edge at each step, we
	// only cache the cost of the least cost edge at this vertex
	// (in member variable collapse) as well as the value of the
	// cost (in member variable collapseCost).

	if ( v.neighbors.length === 0 ) {

		// collapse if no neighbors.
		v.collapseNeighbor = null;
		v.collapseCost = - 0.01;

		return;

	}

	v.collapseCost = 100000;
	v.collapseNeighbor = null;

	// search all neighboring edges for "least cost" edge
	for ( let i = 0; i < v.neighbors.length; i ++ ) {

		const collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );

		if ( ! v.collapseNeighbor ) {

			v.collapseNeighbor = v.neighbors[ i ];
			v.collapseCost = collapseCost;
			v.minCost = collapseCost;
			v.totalCost = 0;
			v.costCount = 0;

		}

		v.costCount ++;
		v.totalCost += collapseCost;

		if ( collapseCost < v.minCost ) {

			v.collapseNeighbor = v.neighbors[ i ];
			v.minCost = collapseCost;

		}

	}

	// we average the cost of collapsing at this vertex
	v.collapseCost = v.totalCost / v.costCount;
	// v.collapseCost = v.minCost;

}

function removeVertex( v, vertices ) {

	console.assert( v.faces.length === 0 );

	while ( v.neighbors.length ) {

		const n = v.neighbors.pop();
		removeFromArray( n.neighbors, v );

	}

	removeFromArray( vertices, v );

}

function removeFace( f, faces ) {

	removeFromArray( faces, f );

	if ( f.v1 ) removeFromArray( f.v1.faces, f );
	if ( f.v2 ) removeFromArray( f.v2.faces, f );
	if ( f.v3 ) removeFromArray( f.v3.faces, f );

	// TODO optimize this!
	const vs = [ f.v1, f.v2, f.v3 ];

	for ( let i = 0; i < 3; i ++ ) {

		const v1 = vs[ i ];
		const v2 = vs[ ( i + 1 ) % 3 ];

		if ( ! v1 || ! v2 ) continue;

		v1.removeIfNonNeighbor( v2 );
		v2.removeIfNonNeighbor( v1 );

	}

}

function collapse( vertices, faces, u, v ) {

	// Collapse the edge uv by moving vertex u onto v

	if ( ! v ) {

		// u is a vertex all by itself so just delete it..
		removeVertex( u, vertices );
		return;

	}

	if ( v.uv ) {

		u.uv.copy( v.uv );

	}

	if ( v.normal ) {

		v.normal.add( u.normal ).normalize();

	}

	if ( v.tangent ) {

		v.tangent.add( u.tangent ).normalize();

	}

	const tmpVertices = [];

	for ( let i = 0; i < u.neighbors.length; i ++ ) {

		tmpVertices.push( u.neighbors[ i ] );

	}


	// delete triangles on edge uv:
	for ( let i = u.faces.length - 1; i >= 0; i -- ) {

		if ( u.faces[ i ] && u.faces[ i ].hasVertex( v ) ) {

			removeFace( u.faces[ i ], faces );

		}

	}

	// update remaining triangles to have v instead of u
	for ( let i = u.faces.length - 1; i >= 0; i -- ) {

		u.faces[ i ].replaceVertex( u, v );

	}


	removeVertex( u, vertices );

	// recompute the edge collapse costs in neighborhood
	for ( let i = 0; i < tmpVertices.length; i ++ ) {

		computeEdgeCostAtVertex( tmpVertices[ i ] );

	}

}



function minimumCostEdge( vertices ) {

	// O(n * n) approach. TODO optimize this

	let least = vertices[ 0 ];

	for ( let i = 0; i < vertices.length; i ++ ) {

		if ( vertices[ i ].collapseCost < least.collapseCost ) {

			least = vertices[ i ];

		}

	}

	return least;

}

// we use a triangle class to represent structure of face slightly differently

class Triangle {

	constructor( v1, v2, v3, a, b, c ) {

		this.a = a;
		this.b = b;
		this.c = c;

		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

		this.normal = new Vector3();

		this.computeNormal();

		v1.faces.push( this );
		v1.addUniqueNeighbor( v2 );
		v1.addUniqueNeighbor( v3 );

		v2.faces.push( this );
		v2.addUniqueNeighbor( v1 );
		v2.addUniqueNeighbor( v3 );


		v3.faces.push( this );
		v3.addUniqueNeighbor( v1 );
		v3.addUniqueNeighbor( v2 );

	}

	computeNormal() {

		const vA = this.v1.position;
		const vB = this.v2.position;
		const vC = this.v3.position;

		_cb.subVectors( vC, vB );
		_ab.subVectors( vA, vB );
		_cb.cross( _ab ).normalize();

		this.normal.copy( _cb );

	}

	hasVertex( v ) {

		return v === this.v1 || v === this.v2 || v === this.v3;

	}

	replaceVertex( oldv, newv ) {

		if ( oldv === this.v1 ) this.v1 = newv;
		else if ( oldv === this.v2 ) this.v2 = newv;
		else if ( oldv === this.v3 ) this.v3 = newv;

		removeFromArray( oldv.faces, this );
		newv.faces.push( this );


		oldv.removeIfNonNeighbor( this.v1 );
		this.v1.removeIfNonNeighbor( oldv );

		oldv.removeIfNonNeighbor( this.v2 );
		this.v2.removeIfNonNeighbor( oldv );

		oldv.removeIfNonNeighbor( this.v3 );
		this.v3.removeIfNonNeighbor( oldv );

		this.v1.addUniqueNeighbor( this.v2 );
		this.v1.addUniqueNeighbor( this.v3 );

		this.v2.addUniqueNeighbor( this.v1 );
		this.v2.addUniqueNeighbor( this.v3 );

		this.v3.addUniqueNeighbor( this.v1 );
		this.v3.addUniqueNeighbor( this.v2 );

		this.computeNormal();

	}

}

class Vertex {

	constructor( v, uv, normal, tangent, color ) {

		this.position = v;
		this.uv = uv;
		this.normal = normal;
		this.tangent = tangent;
		this.color = color;

		this.id = - 1; // external use position in vertices list (for e.g. face generation)

		this.faces = []; // faces vertex is connected
		this.neighbors = []; // neighbouring vertices aka "adjacentVertices"

		// these will be computed in computeEdgeCostAtVertex()
		this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
		this.collapseNeighbor = null; // best candinate for collapsing

	}

	addUniqueNeighbor( vertex ) {

		pushIfUnique( this.neighbors, vertex );

	}

	removeIfNonNeighbor( n ) {

		const neighbors = this.neighbors;
		const faces = this.faces;

		const offset = neighbors.indexOf( n );

		if ( offset === - 1 ) return;

		for ( let i = 0; i < faces.length; i ++ ) {

			if ( faces[ i ].hasVertex( n ) ) return;

		}

		neighbors.splice( offset, 1 );

	}

}

export { SimplifyModifier };