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nodarium/app/src/lib/result-viewer/Viewer.svelte
Max Richter 10e99754d0
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feat: some stuff
2024-04-26 16:09:00 +02:00

215 lines
5.4 KiB
Svelte

<script lang="ts">
import { Canvas } from "@threlte/core";
import Scene from "./Scene.svelte";
import {
BufferAttribute,
BufferGeometry,
Float32BufferAttribute,
Vector3,
} from "three";
import { decodeFloat, fastHashArrayBuffer } from "@nodes/utils";
import type { PerformanceStore } from "$lib/performance";
import { AppSettings } from "$lib/settings/app-settings";
export let centerCamera: boolean = true;
export let perf: PerformanceStore;
let geometries: BufferGeometry[] = [];
let lines: Vector3[][] = [];
let totalVertices = 0;
let totalFaces = 0;
function fastArrayHash(arr: ArrayBuffer) {
let ints = new Uint8Array(arr);
const sampleDistance = Math.max(Math.floor(ints.length / 100), 1);
const sampleCount = Math.floor(ints.length / sampleDistance);
let hash = new Uint8Array(sampleCount);
for (let i = 0; i < sampleCount; i++) {
const index = i * sampleDistance;
hash[i] = ints[index];
}
return fastHashArrayBuffer(hash.buffer);
}
function createGeometryFromEncodedData(
encodedData: Int32Array,
geometry = new BufferGeometry(),
): BufferGeometry {
// Extract data from the encoded array
let index = 0;
const geometryType = encodedData[index++];
const vertexCount = encodedData[index++];
const faceCount = encodedData[index++];
totalVertices += vertexCount;
totalFaces += faceCount;
// Indices
const indicesEnd = index + faceCount * 3;
const indices = encodedData.subarray(index, indicesEnd);
index = indicesEnd;
// Vertices
const vertices = new Float32Array(
encodedData.buffer,
index * 4,
vertexCount * 3,
);
index = index + vertexCount * 3;
let hash = fastArrayHash(vertices);
if (geometry.userData?.hash === hash) {
return geometry;
}
const normals = new Float32Array(
encodedData.buffer,
index * 4,
vertexCount * 3,
);
index = index + vertexCount * 3;
if (
geometry.userData?.faceCount !== faceCount ||
geometry.userData?.vertexCount !== vertexCount
) {
// Add data to geometry
geometry.setIndex([...indices]);
}
let posAttribute = geometry.getAttribute(
"position",
) as BufferAttribute | null;
if (posAttribute && posAttribute.count === vertexCount) {
posAttribute.set(vertices, 0);
posAttribute.needsUpdate = true;
} else {
geometry.setAttribute(
"position",
new Float32BufferAttribute(vertices, 3),
);
}
const normalsAttribute = geometry.getAttribute(
"normal",
) as BufferAttribute | null;
if (normalsAttribute && normalsAttribute.count === vertexCount) {
normalsAttribute.set(normals, 0);
normalsAttribute.needsUpdate = true;
} else {
geometry.setAttribute("normal", new Float32BufferAttribute(normals, 3));
}
geometry.userData = {
vertexCount,
faceCount,
hash,
};
return geometry;
}
function parse_args(input: Int32Array) {
let index = 0;
const length = input.length;
let res: Int32Array[] = [];
let nextBracketIndex = 0;
let argStartIndex = 0;
let depth = -1;
while (index < length) {
const value = input[index];
if (index === nextBracketIndex) {
nextBracketIndex = index + input[index + 1] + 1;
if (value === 0) {
depth++;
} else {
depth--;
}
if (depth === 1 && value === 0) {
// if opening bracket
argStartIndex = index + 2;
}
if (depth === 0 && value === 1) {
// if closing bracket
res.push(input.slice(argStartIndex, index));
argStartIndex = index + 2;
}
index = nextBracketIndex;
continue;
}
// we should not be here
index++;
}
return res;
}
function createLineGeometryFromEncodedData(encodedData: Int32Array) {
const positions: Vector3[] = [];
const amount = (encodedData.length - 1) / 4;
for (let i = 0; i < amount; i++) {
const x = decodeFloat(encodedData[2 + i * 4 + 0]);
const y = decodeFloat(encodedData[2 + i * 4 + 1]);
const z = decodeFloat(encodedData[2 + i * 4 + 2]);
positions.push(new Vector3(x, y, z));
}
return positions;
}
export const update = function updateGeometries(result: Int32Array) {
let a = performance.now();
const inputs = parse_args(result);
let b = performance.now();
perf?.addPoint("split-result", b - a);
totalVertices = 0;
totalFaces = 0;
if ($AppSettings.showStemLines) {
a = performance.now();
lines = inputs
.map((input) => {
if (input[0] === 0) {
return createLineGeometryFromEncodedData(input);
}
})
.filter(Boolean) as Vector3[][];
b = performance.now();
perf?.addPoint("create-lines", b - a);
}
a = performance.now();
geometries = inputs
.map((input, i) => {
if (input[0] === 1) {
return createGeometryFromEncodedData(input, geometries[i]);
}
})
.filter(Boolean) as BufferGeometry[];
b = performance.now();
perf?.addPoint("create-geometries", b - a);
perf?.addPoint("total-vertices", totalVertices);
perf?.addPoint("total-faces", totalFaces);
};
</script>
<Canvas>
<Scene {geometries} {lines} {centerCamera} />
</Canvas>