Dynamically determines how to split patch into triangles
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@ -380,63 +380,82 @@ Shadings.Mesh = (function MeshClosure() {
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});
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}
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var SPLIT_PATCH_CHUNKS_AMOUNT = 4;
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var B = (function buildB() {
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var lut = [];
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for (var i = 0; i <= SPLIT_PATCH_CHUNKS_AMOUNT; i++) {
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var t = i / SPLIT_PATCH_CHUNKS_AMOUNT, t_ = 1 - t;
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lut.push(new Float32Array([t_ * t_ * t_, 3 * t * t_ * t_,
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3 * t * t * t_, t * t * t]));
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var MIN_SPLIT_PATCH_CHUNKS_AMOUNT = 3;
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var MAX_SPLIT_PATCH_CHUNKS_AMOUNT = 20;
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var TRIANGLE_DENSITY = 20; // count of triangles per entire mesh bounds
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var getB = (function getBClosure() {
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function buildB(count) {
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var lut = [];
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for (var i = 0; i <= count; i++) {
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var t = i / count, t_ = 1 - t;
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lut.push(new Float32Array([t_ * t_ * t_, 3 * t * t_ * t_,
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3 * t * t * t_, t * t * t]));
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}
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return lut;
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}
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return lut;
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var cache = [];
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return function getB(count) {
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if (!cache[count]) {
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cache[count] = buildB(count);
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}
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return cache[count];
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};
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})();
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function buildFigureFromPatch(mesh, pi, ci) {
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if (SPLIT_PATCH_CHUNKS_AMOUNT < 3) {
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mesh.figures.push({
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type: 'lattice',
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coords: new Int32Array([pi[0], pi[3], pi[12], pi[15]]),
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colors: new Int32Array(ci),
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verticesPerRow: 2
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});
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return;
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}
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function buildFigureFromPatch(mesh, index) {
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var figure = mesh.figures[index];
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assert(figure.type === 'patch', 'Unexpected patch mesh figure');
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var coords = mesh.coords, colors = mesh.colors;
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var verticesPerRow = SPLIT_PATCH_CHUNKS_AMOUNT + 1;
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var figureCoords = new Int32Array((SPLIT_PATCH_CHUNKS_AMOUNT + 1) *
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verticesPerRow);
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var figureColors = new Int32Array((SPLIT_PATCH_CHUNKS_AMOUNT + 1) *
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verticesPerRow);
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var pi = figure.coords;
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var ci = figure.colors;
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var figureMinX = Math.min(coords[pi[0]][0], coords[pi[3]][0],
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coords[pi[12]][0], coords[pi[15]][0]);
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var figureMinY = Math.min(coords[pi[0]][1], coords[pi[3]][1],
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coords[pi[12]][1], coords[pi[15]][1]);
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var figureMaxX = Math.max(coords[pi[0]][0], coords[pi[3]][0],
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coords[pi[12]][0], coords[pi[15]][0]);
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var figureMaxY = Math.max(coords[pi[0]][1], coords[pi[3]][1],
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coords[pi[12]][1], coords[pi[15]][1]);
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var splitXBy = Math.ceil((figureMaxX - figureMinX) * TRIANGLE_DENSITY /
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(mesh.bounds[2] - mesh.bounds[0]));
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splitXBy = Math.max(MIN_SPLIT_PATCH_CHUNKS_AMOUNT,
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Math.min(MAX_SPLIT_PATCH_CHUNKS_AMOUNT, splitXBy));
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var splitYBy = Math.ceil((figureMaxY - figureMinY) * TRIANGLE_DENSITY /
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(mesh.bounds[3] - mesh.bounds[1]));
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splitYBy = Math.max(MIN_SPLIT_PATCH_CHUNKS_AMOUNT,
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Math.min(MAX_SPLIT_PATCH_CHUNKS_AMOUNT, splitYBy));
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var verticesPerRow = splitXBy + 1;
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var figureCoords = new Int32Array((splitYBy + 1) * verticesPerRow);
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var figureColors = new Int32Array((splitYBy + 1) * verticesPerRow);
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var k = 0;
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var cl = new Uint8Array(3), cr = new Uint8Array(3);
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var c0 = colors[ci[0]], c1 = colors[ci[1]],
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c2 = colors[ci[2]], c3 = colors[ci[3]];
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for (var row = 0; row <= SPLIT_PATCH_CHUNKS_AMOUNT; row++) {
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cl[0] = ((c0[0] * (SPLIT_PATCH_CHUNKS_AMOUNT - row) +
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c2[0] * row) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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cl[1] = ((c0[1] * (SPLIT_PATCH_CHUNKS_AMOUNT - row) +
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c2[1] * row) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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cl[2] = ((c0[2] * (SPLIT_PATCH_CHUNKS_AMOUNT - row) +
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c2[2] * row) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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var bRow = getB(splitYBy), bCol = getB(splitXBy);
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for (var row = 0; row <= splitYBy; row++) {
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cl[0] = ((c0[0] * (splitYBy - row) + c2[0] * row) / splitYBy) | 0;
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cl[1] = ((c0[1] * (splitYBy - row) + c2[1] * row) / splitYBy) | 0;
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cl[2] = ((c0[2] * (splitYBy - row) + c2[2] * row) / splitYBy) | 0;
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cr[0] = ((c1[0] * (SPLIT_PATCH_CHUNKS_AMOUNT - row) +
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c3[0] * row) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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cr[1] = ((c1[1] * (SPLIT_PATCH_CHUNKS_AMOUNT - row) +
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c3[1] * row) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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cr[2] = ((c1[2] * (SPLIT_PATCH_CHUNKS_AMOUNT - row) +
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c3[2] * row) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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cr[0] = ((c1[0] * (splitYBy - row) + c3[0] * row) / splitYBy) | 0;
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cr[1] = ((c1[1] * (splitYBy - row) + c3[1] * row) / splitYBy) | 0;
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cr[2] = ((c1[2] * (splitYBy - row) + c3[2] * row) / splitYBy) | 0;
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for (var col = 0; col <= SPLIT_PATCH_CHUNKS_AMOUNT; col++, k++) {
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if ((row === 0 || row === SPLIT_PATCH_CHUNKS_AMOUNT) &&
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(col === 0 || col === SPLIT_PATCH_CHUNKS_AMOUNT)) {
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for (var col = 0; col <= splitXBy; col++, k++) {
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if ((row === 0 || row === splitYBy) &&
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(col === 0 || col === splitXBy)) {
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continue;
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}
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var x = 0, y = 0;
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var q = 0;
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for (var i = 0; i <= 3; i++) {
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for (var j = 0; j <= 3; j++, q++) {
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var m = B[row][i] * B[col][j];
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var m = bRow[row][i] * bCol[col][j];
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x += coords[pi[q]][0] * m;
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y += coords[pi[q]][1] * m;
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}
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@ -445,30 +464,27 @@ Shadings.Mesh = (function MeshClosure() {
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coords.push([x, y]);
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figureColors[k] = colors.length;
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var newColor = new Uint8Array(3);
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newColor[0] = ((cl[0] * (SPLIT_PATCH_CHUNKS_AMOUNT - col) +
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cr[0] * col) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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newColor[1] = ((cl[1] * (SPLIT_PATCH_CHUNKS_AMOUNT - col) +
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cr[1] * col) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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newColor[2] = ((cl[2] * (SPLIT_PATCH_CHUNKS_AMOUNT - col) +
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cr[2] * col) / SPLIT_PATCH_CHUNKS_AMOUNT) | 0;
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newColor[0] = ((cl[0] * (splitXBy - col) + cr[0] * col) / splitXBy) | 0;
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newColor[1] = ((cl[1] * (splitXBy - col) + cr[1] * col) / splitXBy) | 0;
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newColor[2] = ((cl[2] * (splitXBy - col) + cr[2] * col) / splitXBy) | 0;
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colors.push(newColor);
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}
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}
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figureCoords[0] = pi[0];
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figureColors[0] = ci[0];
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figureCoords[SPLIT_PATCH_CHUNKS_AMOUNT] = pi[3];
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figureColors[SPLIT_PATCH_CHUNKS_AMOUNT] = ci[1];
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figureCoords[verticesPerRow * SPLIT_PATCH_CHUNKS_AMOUNT] = pi[12];
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figureColors[verticesPerRow * SPLIT_PATCH_CHUNKS_AMOUNT] = ci[2];
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figureCoords[verticesPerRow * verticesPerRow - 1] = pi[15];
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figureColors[verticesPerRow * verticesPerRow - 1] = ci[3];
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figureCoords[splitXBy] = pi[3];
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figureColors[splitXBy] = ci[1];
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figureCoords[verticesPerRow * splitYBy] = pi[12];
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figureColors[verticesPerRow * splitYBy] = ci[2];
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figureCoords[verticesPerRow * splitYBy + splitXBy] = pi[15];
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figureColors[verticesPerRow * splitYBy + splitXBy] = ci[3];
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mesh.figures.push({
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mesh.figures[index] = {
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type: 'lattice',
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coords: figureCoords,
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colors: figureColors,
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verticesPerRow: verticesPerRow
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});
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};
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}
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function decodeType6Shading(mesh, reader) {
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@ -571,7 +587,11 @@ Shadings.Mesh = (function MeshClosure() {
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2 * (coords[ps[12]][1] + coords[ps[3]][1]) +
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3 * (coords[ps[2]][1] + coords[ps[8]][1])) / 9
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]);
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buildFigureFromPatch(mesh, ps, cs);
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mesh.figures.push({
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type: 'patch',
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coords: new Int32Array(ps), // making copies of ps and cs
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colors: new Int32Array(cs)
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});
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}
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}
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@ -629,10 +649,27 @@ Shadings.Mesh = (function MeshClosure() {
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cs[0] = ci; cs[1] = ci + 1;
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break;
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}
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buildFigureFromPatch(mesh, ps, cs);
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mesh.figures.push({
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type: 'patch',
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coords: new Int32Array(ps), // making copies of ps and cs
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colors: new Int32Array(cs)
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});
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}
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}
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function updateBounds(mesh) {
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var minX = mesh.coords[0][0], minY = mesh.coords[0][1],
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maxX = minX, maxY = minY;
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for (var i = 1, ii = mesh.coords.length; i < ii; i++) {
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var x = mesh.coords[i][0], y = mesh.coords[i][1];
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minX = minX > x ? x : minX;
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minY = minY > y ? y : minY;
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maxX = maxX < x ? x : maxX;
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maxY = maxY < y ? y : maxY;
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}
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mesh.bounds = [minX, minY, maxX, maxY];
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}
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function Mesh(stream, matrix, xref, res) {
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assert(isStream(stream), 'Mesh data is not a stream');
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var dict = stream.dict;
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@ -688,6 +725,7 @@ Shadings.Mesh = (function MeshClosure() {
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};
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var reader = new MeshStreamReader(stream, decodeContext);
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var patchMesh = false;
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switch (this.shadingType) {
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case PatternType.FREE_FORM_MESH:
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decodeType4Shading(this, reader);
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@ -699,26 +737,26 @@ Shadings.Mesh = (function MeshClosure() {
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break;
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case PatternType.COONS_PATCH_MESH:
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decodeType6Shading(this, reader);
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patchMesh = true;
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break;
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case PatternType.TENSOR_PATCH_MESH:
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decodeType7Shading(this, reader);
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patchMesh = true;
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break;
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default:
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error('Unsupported mesh type.');
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break;
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}
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// calculate bounds
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var minX = this.coords[0][0], minY = this.coords[0][1],
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maxX = minX, maxY = minY;
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for (var i = 1, ii = this.coords.length; i < ii; i++) {
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var x = this.coords[i][0], y = this.coords[i][1];
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minX = minX > x ? x : minX;
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minY = minY > y ? y : minY;
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maxX = maxX < x ? x : maxX;
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maxY = maxY < y ? y : maxY;
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if (patchMesh) {
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// dirty bounds calculation for determining, how dense shall be triangles
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updateBounds(this);
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for (var i = 0, ii = this.figures.length; i < ii; i++) {
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buildFigureFromPatch(this, i);
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}
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}
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this.bounds = [minX, minY, maxX, maxY];
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// calculate bounds
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updateBounds(this);
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}
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Mesh.prototype = {
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