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1. Optimize loading of mesh data into three.js in Chrome. 2. Small refactoring of our traversal encoding code.
119 lines
4.5 KiB
C++
119 lines
4.5 KiB
C++
// Copyright 2016 The Draco Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#ifndef DRACO_COMPRESSION_POINT_CLOUD_ALGORITHMS_FLOAT_POINTS_TREE_ENCODER_H_
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#define DRACO_COMPRESSION_POINT_CLOUD_ALGORITHMS_FLOAT_POINTS_TREE_ENCODER_H_
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#include <memory>
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#include <vector>
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#include "compression/point_cloud/algorithms/point_cloud_compression_method.h"
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#include "compression/point_cloud/algorithms/point_cloud_types.h"
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#include "compression/point_cloud/algorithms/quantize_points_3.h"
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#include "core/encoder_buffer.h"
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namespace draco {
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// This class encodes a given point cloud based on the point cloud compression
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// algorithm in:
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// Olivier Devillers and Pierre-Marie Gandoin
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// "Geometric compression for interactive transmission"
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//
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// In principle the algorithm keeps on splitting the point cloud in the middle
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// while alternating the axes. For 3D this results in an Octree like structure.
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// In each step we encode the number of points in the first half.
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// The algorithm uses quantization and does not preserve the order of points.
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//
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// However, the algorithm here differs from the original as follows:
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// The algorithm keeps on splitting the point cloud in the middle of the axis
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// that keeps the point cloud as clustered as possible, which gives a better
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// compression rate.
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// The number of points is encode by the deviation from the half of the points
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// in the smaller half of the two. This results in a better compression rate as
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// there are more leading zeros, which is then compressed better by the
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// arithmetic encoding.
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// TODO(hemmer): Remove class because it duplicates quantization code.
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class FloatPointsTreeEncoder {
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public:
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FloatPointsTreeEncoder(PointCloudCompressionMethod method);
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explicit FloatPointsTreeEncoder(PointCloudCompressionMethod method,
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uint32_t quantization_bits,
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uint32_t compression_level);
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template <class InputIteratorT>
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bool EncodePointCloud(InputIteratorT points_begin, InputIteratorT points_end);
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EncoderBuffer *buffer() { return &buffer_; }
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uint32_t version() const { return version_; }
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uint32_t quantization_bits() const { return qinfo_.quantization_bits; }
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uint32_t &quantization_bits() { return qinfo_.quantization_bits; }
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uint32_t compression_level() const { return compression_level_; }
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uint32_t &compression_level() { return compression_level_; }
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float range() const { return qinfo_.range; }
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uint32_t num_points() const { return num_points_; }
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std::string identification_string() const { return "FloatPointsTreeEncoder"; }
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private:
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void Clear() { buffer_.Clear(); }
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bool EncodePointCloudKdTreeInternal(std::vector<Point3ui> *qpoints);
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static const uint32_t version_;
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QuantizationInfo qinfo_;
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PointCloudCompressionMethod method_;
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uint32_t num_points_;
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EncoderBuffer buffer_;
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uint32_t compression_level_;
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};
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template <class InputIteratorT>
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bool FloatPointsTreeEncoder::EncodePointCloud(InputIteratorT points_begin,
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InputIteratorT points_end) {
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Clear();
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// Collect necessary data for encoding.
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num_points_ = std::distance(points_begin, points_end);
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// TODO(hemmer): Extend quantization tools to make this more automatic.
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// Compute range of points for quantization
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std::vector<Point3ui> qpoints;
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qpoints.reserve(num_points_);
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QuantizePoints3(points_begin, points_end, &qinfo_,
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std::back_inserter(qpoints));
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// Encode header.
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buffer()->Encode(version_);
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buffer()->Encode(static_cast<int8_t>(method_));
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buffer()->Encode(qinfo_.quantization_bits);
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buffer()->Encode(qinfo_.range);
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buffer()->Encode(num_points_);
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if (method_ == KDTREE)
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buffer()->Encode(compression_level_);
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if (num_points_ == 0)
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return true;
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if (method_ == KDTREE) {
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return EncodePointCloudKdTreeInternal(&qpoints);
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} else { // Unsupported method.
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fprintf(stderr, "Method not supported. \n");
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return false;
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}
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}
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} // namespace draco
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#endif // DRACO_COMPRESSION_POINT_CLOUD_ALGORITHMS_FLOAT_POINTS_TREE_ENCODER_H_
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