html: tessellate, only use triangle indices
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@ -4,11 +4,9 @@ import org.oscim.backend.Log;
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import org.oscim.renderer.sublayers.VertexItem;
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import com.google.gwt.core.client.JavaScriptException;
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import com.google.gwt.core.client.JavaScriptObject;
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import com.google.gwt.core.client.JsArrayInteger;
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import com.google.gwt.core.client.JsArrayNumber;
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import com.google.gwt.core.client.JsArrayUtils;
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import com.google.gwt.typedarrays.shared.Float32Array;
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import com.google.gwt.typedarrays.shared.Int32Array;
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public class Triangulator {
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@ -16,32 +14,36 @@ public class Triangulator {
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public static synchronized int triangulate(float[] points, int ppos, int plen, short[] index,
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int ipos, int rings, int vertexOffset, VertexItem outTris) {
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JavaScriptObject o;
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//JavaScriptObject o;
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Int32Array io;
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try{
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o = tessellate(JsArrayUtils.readOnlyJsArray(points), ppos, plen,
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io = tessellate(JsArrayUtils.readOnlyJsArray(points), ppos, plen,
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JsArrayUtils.readOnlyJsArray(index), ipos, rings);
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} catch(JavaScriptException e){
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e.printStackTrace();
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return 0;
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}
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Float32Array vo = getPoints(o);
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Int32Array io = getIndices(o);
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if (vo.length() != plen) {
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// TODO handle different output points
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Log.d("", "other points out" + plen + ":" + vo.length() + ", " + io.length());
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//for (int i = 0; i < vo.length(); i += 2)
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// Log.d("<", vo.get(i) + " " + vo.get(i + 1));
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//for (int i = ppos; i < ppos + plen; i += 2)
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// Log.d(">", points[i]+ " " + points[i + 1]);
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//Float32Array vo = getPoints(o);
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//Int32Array io = getIndices(o);
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if (io == null){
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Log.d("Triangulator", "building tessellation failed");
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return 0;
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}
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// if (vo.length() != plen) {
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// // TODO handle different output points
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// Log.d("", "other points out" + plen + ":" + vo.length() + ", " + io.length());
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//
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// //for (int i = 0; i < vo.length(); i += 2)
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// // Log.d("<", vo.get(i) + " " + vo.get(i + 1));
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// //for (int i = ppos; i < ppos + plen; i += 2)
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// // Log.d(">", points[i]+ " " + points[i + 1]);
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//
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// return 0;
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// }
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int numIndices = io.length();
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for (int k = 0, cnt = 0; k < numIndices; k += cnt) {
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@ -66,19 +68,26 @@ public class Triangulator {
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return numIndices;
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}
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static native JavaScriptObject tessellate(JsArrayNumber points, int pOffset, int pLength,
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static native Int32Array tessellate(JsArrayNumber points, int pOffset, int pLength,
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JsArrayInteger bounds, int bOffset, int bLength)/*-{
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return $wnd.tessellate(points, pOffset, pOffset + pLength, bounds,
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bOffset, bOffset + bLength);
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}-*/;
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static native Float32Array getPoints(JavaScriptObject result)/*-{
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return result.vertices;
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}-*/;
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// static native JavaScriptObject tessellate(JsArrayNumber points, int pOffset, int pLength,
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// JsArrayInteger bounds, int bOffset, int bLength)/*-{
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//
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// return $wnd.tessellate(points, pOffset, pOffset + pLength, bounds,
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// bOffset, bOffset + bLength);
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// }-*/;
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static native Int32Array getIndices(JavaScriptObject result)/*-{
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return result.triangles;
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}-*/;
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// static native Float32Array getPoints(JavaScriptObject result)/*-{
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// return result.vertices;
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// }-*/;
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// static native Int32Array getIndices(JavaScriptObject result)/*-{
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// return result.triangles;
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// }-*/;
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}
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@ -1,92 +1,103 @@
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tessellate = (function() {
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Module.TOTAL_MEMORY = 1024 * 1024;
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Module.TOTAL_MEMORY = 1024 * 1024;
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var c_tessellate = Module.cwrap('tessellate', 'void', ['number', 'number', 'number',
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'number', 'number', 'number']);
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// special tessellator for extrusion layer
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var tessellate = function(vertices, v_start, v_end, boundaries, b_start, b_end) {
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var i;
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var c_tessellate = Module.cwrap('tessellate', 'void', [ 'number', 'number',
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'number', 'number', 'number', 'number' ]);
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var v_len = (v_end - v_start);
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var b_len = (b_end - b_start);
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// special tessellator for extrusion layer - only returns triangle indices
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var tessellate = function(vertices, v_start, v_end, boundaries, b_start,
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b_end) {
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var i;
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var p = Module._malloc(v_len * 8);
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var v_len = (v_end - v_start);
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var b_len = (b_end - b_start);
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for (i=0; i< v_len; ++i)
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Module.setValue(p+i*8, vertices[v_start + i], 'double');
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var p = Module._malloc(v_len * 8);
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var contours = Module._malloc((b_len + 1) * 4);
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for (i = 0; i < v_len; ++i)
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Module.setValue(p + i * 8, vertices[v_start + i], 'double');
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// pointer to first contour
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Module.setValue(contours + 0, p + 0, 'i32');
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var offset = p;
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var contours = Module._malloc((b_len + 1) * 4);
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// pointer to further contours + end
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for (i = 0; i<b_len; ++i) {
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offset += 8 * boundaries[b_start + i];
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Module.setValue(contours + 4 * (i + 1), offset, 'i32');
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}
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// pointer to first contour
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Module.setValue(contours + 0, p + 0, 'i32');
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var offset = p;
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var ppcoordinates_out = Module._malloc(4);
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var pptris_out = Module._malloc(4);
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var pnverts = Module._malloc(4);
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var pntris = Module._malloc(4);
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// pointer to further contours + end
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for (i = 0; i < b_len; ++i) {
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offset += 8 * boundaries[b_start + i];
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Module.setValue(contours + 4 * (i + 1), offset, 'i32');
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}
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c_tessellate(ppcoordinates_out, pnverts, pptris_out, pntris,
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contours, contours+4*(b_len + 1));
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var ppcoordinates_out = Module._malloc(4);
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var pptris_out = Module._malloc(4);
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var pnverts = Module._malloc(4);
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var pntris = Module._malloc(4);
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var pcoordinates_out = Module.getValue(ppcoordinates_out, 'i32');
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var ptris_out = Module.getValue(pptris_out, 'i32');
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c_tessellate(ppcoordinates_out, pnverts, pptris_out, pntris, contours,
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contours + 4 * (b_len + 1));
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var nverts = Module.getValue(pnverts, 'i32');
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var ntris = Module.getValue(pntris, 'i32');
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var pcoordinates_out = Module.getValue(ppcoordinates_out, 'i32');
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var ptris_out = Module.getValue(pptris_out, 'i32');
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var result_vertices = new Float32Array(nverts * 2);
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var result_triangles = new Int32Array(ntris * 3);
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var nverts = Module.getValue(pnverts, 'i32');
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var ntris = Module.getValue(pntris, 'i32');
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for (i=0; i<2*nverts; ++i) {
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result_vertices[i] = Module.getValue(pcoordinates_out + i*8, 'double');
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if (result_vertices[i] != vertices[v_start + i])
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console.log("i:" + i + " " + result_vertices[i] + " " + vertices[v_start + i]);
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}
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for (i=0; i<3*ntris; ++i) {
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result_triangles[i] = Module.getValue(ptris_out + i*4, 'i32') * 2;
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}
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// when a ring has an odd number of points one (or rather two)
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// additional vertices will be added. so the following rings
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// needs extra offset...
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var start = 0;
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for (var j = 0, m = b_len - 1; j < m; j++) {
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start += boundaries[b_start + j];
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// var result_vertices = new Float32Array(nverts * 2);
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var result_triangles = null;
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// even number of points?
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if (!((boundaries[b_start + j] >> 1) & 1))
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continue;
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if (nverts * 2 == v_len) {
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result_triangles = new Int32Array(ntris * 3);
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console.log("shift " + boundaries[b_start + j]);
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// for (i=0; i<2*nverts; ++i) {
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// result_vertices[i] = Module.getValue(pcoordinates_out + i*8,
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// 'double');
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// if (result_vertices[i] != vertices[v_start + i])
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// console.log("i:" + i + " " + result_vertices[i] + " " +
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// vertices[v_start + i]);
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// }
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for (var n = ntris * 3, tri = 0; tri < n; tri++)
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if (result_triangles[tri] >= start)
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result_triangles[tri] += 2;
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for (i = 0; i < 3 * ntris; ++i) {
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result_triangles[i] = Module.getValue(ptris_out + i * 4, 'i32') * 2;
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}
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// when a ring has an odd number of points one (or rather two)
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// additional vertices will be added. so the following rings
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// needs extra offset...
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var start = 0;
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for ( var j = 0, m = b_len - 1; j < m; j++) {
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start += boundaries[b_start + j];
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start += 2;
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}
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// even number of points?
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if (!((boundaries[b_start + j] >> 1) & 1))
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continue;
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Module._free(pnverts);
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Module._free(pntris);
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Module._free(ppcoordinates_out);
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Module._free(pptris_out);
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Module._free(pcoordinates_out);
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Module._free(ptris_out);
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Module._free(p);
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Module._free(contours);
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return {
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vertices: result_vertices,
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triangles: result_triangles
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};
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};
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// console.log("shift " + boundaries[b_start + j]);
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return tessellate;
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for ( var n = ntris * 3, tri = 0; tri < n; tri++)
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if (result_triangles[tri] >= start)
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result_triangles[tri] += 2;
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start += 2;
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}
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}
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Module._free(pnverts);
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Module._free(pntris);
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Module._free(ppcoordinates_out);
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Module._free(pptris_out);
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Module._free(pcoordinates_out);
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Module._free(ptris_out);
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Module._free(p);
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Module._free(contours);
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return result_triangles;
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// return {
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// vertices: result_vertices,
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// triangles: result_triangles
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// };
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};
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return tessellate;
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})();
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