flatten layer path encodings. became single element array a long time ago

This commit is contained in:
Stewart Allen 2022-10-15 14:36:25 -04:00
commit a753e12d3a
3 changed files with 41 additions and 45 deletions

View file

@ -331,6 +331,7 @@ kiri.Layers.prototype.encode = function(state) {
type: TYPE.LAYERS,
layers: Object.keys(this.layers),
data: Object.values(this.layers).map(layer => {
const paths = layer.paths;
return {
// defaults
off: layer.off,
@ -343,14 +344,12 @@ kiri.Layers.prototype.encode = function(state) {
norms: codec.allocFloat32Array(layer.norms, zeros),
cface: layer.cface || codec.undef,
// 3D lines
paths: layer.paths.map(lp => {
return {
z: lp.z,
index: lp.index,
faces: codec.allocFloat32Array(lp.faces, zeros),
norms: codec.allocFloat32Array(lp.norms, zeros)
}
}),
paths: paths ? {
z: paths.z,
index: paths.index,
faces: codec.allocFloat32Array(paths.faces, zeros),
norms: codec.allocFloat32Array(paths.norms, zeros)
} : undefined,
cpath: layer.cpath || codec.undef
}
})
@ -366,6 +365,7 @@ registerDecoder(TYPE.LAYERS, function(v, state) {
for (let i=0; i<layers.length; i++) {
const data = v.data[i];
const paths = data.paths;
const d = render.layers[layers[i]] = {
off: data.off,
color: data.color,
@ -374,14 +374,12 @@ registerDecoder(TYPE.LAYERS, function(v, state) {
faces: codec.allocFloat32Array(data.faces),
norms: codec.allocFloat32Array(data.norms),
cface: data.cface,
paths: data.paths.map(lp => {
return {
z: lp.z,
index: lp.index,
faces: codec.allocFloat32Array(lp.faces),
norms: codec.allocFloat32Array(lp.norms)
};
}),
paths: paths ? {
z: paths.z,
index: paths.index,
faces: codec.allocFloat32Array(paths.faces),
norms: codec.allocFloat32Array(paths.norms)
} : undefined,
cpath: data.cpath
};
// fixup null -> Infinity in material counts (JSON stringify sucks)

View file

@ -56,7 +56,7 @@ class Layers {
faces: [], // triangles for areas and flats
norms: undefined, // flats vertex normals
cface: undefined, // flats face color indices
paths: [], // 3d extrusion / tube paths (used to be an array, now merged - FIX)
paths: undefined, // 3d extrusion / tube paths (used to be an array, now merged - FIX)
cpath: undefined, // path colors indices
color: colors || {
check: 0,
@ -216,7 +216,7 @@ class Layers {
const z = opts.z || poly.getZ();
const { faces, normals } = poly.toPath3D(offset, height, 0);
const cur = this.current;
const one = cur.paths[0];
const one = cur.paths;
if (one) {
// merge all contour geometry for massive speed gain
// todo: recode to concat all geometries at once, and not incrementally
@ -242,7 +242,7 @@ class Layers {
one.norms.appendAll(normals);
}
} else {
cur.paths.push({ index: [], faces, z, norms: normals });
cur.paths = { faces, z, norms: normals };
if (opts.color) {
cur.cpath = [ Object.assign({ start: 0, count: Infinity }, opts.color) ];
}

View file

@ -186,7 +186,7 @@ class Stack {
group.add(mesh);
mats.appendAll(mat);
}
if (paths.length) {
if (paths) {
const mat = [];
if (cpath) {
cpath.forEach(c => { mat.push(newMat(c)) });
@ -195,31 +195,29 @@ class Stack {
}
mat.forEach(m => m.visible = defstate);
// const mat = newMat(data);
paths.forEach((path, i) => {
const { index, faces, norms, z, colors } = path;
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(faces, 3));
if (index.length) {
geo.setIndex(index);
}
if (norms) {
geo.setAttribute('normal', new THREE.BufferAttribute(norms, 3));
// geo.normalizeNormals();
} else {
geo.computeVertexNormals();
}
if (cpath) {
cpath.forEach((c, i) => geo.addGroup(c.start, c.count, i));
} else {
geo.addGroup(0, Infinity, 0);
}
const mesh = new THREE.Mesh(geo, mat);
mesh.position.z = z;
// mesh.castShadow = true;
// mesh.receiveShadow = true;
meshes.push(mesh);
group.add(mesh);
});
const { index, faces, norms, z, colors } = paths;
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(faces, 3));
if (index && index.length) {
geo.setIndex(index);
}
if (norms) {
geo.setAttribute('normal', new THREE.BufferAttribute(norms, 3));
// geo.normalizeNormals();
} else {
geo.computeVertexNormals();
}
if (cpath) {
cpath.forEach((c, i) => geo.addGroup(c.start, c.count, i));
} else {
geo.addGroup(0, Infinity, 0);
}
const mesh = new THREE.Mesh(geo, mat);
mesh.position.z = z;
// mesh.castShadow = true;
// mesh.receiveShadow = true;
meshes.push(mesh);
group.add(mesh);
mats.appendAll(mat);
}