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archived-stlTexturizer/js/decimation.js
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/**
* QEM (Quadric Error Metric) mesh decimation.
*
* Algorithm: Garland & Heckbert 1997, with the three safety guards from
* PrusaSlicer's QuadricEdgeCollapse.cpp that eliminate holes, spikes and
* non-manifold edges:
*
* Guard 1 Boundary edge protection
* Never collapse an edge shared by < 2 active faces.
* The primary cause of holes in open STL meshes.
*
* Guard 2 Link-condition (non-manifold / pinch prevention)
* Common neighbours of v1/v2 must equal exactly the apex vertices of
* their shared triangles. Extra common neighbours mean collapsing would
* fuse disconnected surface regions → non-manifold edge.
*
* Guard 3 Normal-flip rejection
* Recompute every affected face normal after the hypothetical collapse.
* dot(original, new) < 0.2 (~78°) → reject. Eliminates spikes / pits.
*
* Crease preservation (Garland & Heckbert §3.2):
* Edges where adjacent face normals diverge by more than CREASE_COS receive
* high-weight penalty planes added to both endpoint quadrics. This raises
* the QEM cost of any collapse that would move a vertex off a sharp feature,
* ensuring smooth regions are decimated first while creases are kept intact.
*
* Performance notes:
* - Struct-of-arrays typed-array heap avoids per-entry object allocation.
* - Numeric edge keys (v_lo * MAX_V + v_hi) replace template strings.
* - Vertex deduplication uses a numeric spatial-grid Map instead of strings.
* - Link-violation check packs sorted face triple into two Numbers to avoid
* string allocation.
* - Progress callback fires at most every 512 collapses.
*
* @param {THREE.BufferGeometry} geometry non-indexed input
* @param {number} targetTriangles desired output face count
* @param {function} [onProgress] callback(01)
* @returns {THREE.BufferGeometry}
*/
import * as THREE from 'three';
const QUANT = 1e4;
const FLIP_DOT = 0.2; // cos ~78° — reject collapse if new normal deviates more
const CREASE_COS = 0.5; // cos 60° — edges sharper than this are treated as creases
const CREASE_WEIGHT = 1e4; // quadric penalty weight for crease edges
// ── Public API ───────────────────────────────────────────────────────────────
export function decimate(geometry, targetTriangles, onProgress) {
const { positions, faces, vertCount, faceCount } = buildIndexed(geometry);
if (faceCount <= targetTriangles) return buildOutput(positions, faces, faceCount);
// Per-vertex error quadrics (10 doubles = upper triangle of symmetric 4×4)
const quadrics = new Float64Array(vertCount * 10);
initQuadrics(quadrics, positions, faces, faceCount);
addCreaseQuadrics(quadrics, positions, faces, faceCount);
// Vertex → set of incident face indices (Int32Arrays for cache efficiency)
const vertFaces = buildAdjacency(faces, faceCount, vertCount);
const active = new Uint8Array(vertCount).fill(1);
// Per-vertex version counter: incremented whenever a vertex's quadric or
// position changes. Heap entries carry the versions at push time; any
// entry whose versions no longer match is stale and is skipped.
const version = new Uint32Array(vertCount);
let activeFaces = faceCount;
// Seed min-heap with one entry per unique edge.
// Use BigInt keys to handle any vertex count without integer overflow.
const heap = new SoAHeap(Math.min(faceCount * 3, 1 << 24));
const seedSeen = new Set();
const _vc = BigInt(vertCount);
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let e = 0; e < 3; e++) {
const va = faces[f * 3 + e];
const vb = faces[f * 3 + ((e + 1) % 3)];
const lo = va < vb ? va : vb, hi = va < vb ? vb : va;
const ek = BigInt(lo) * _vc + BigInt(hi);
if (!seedSeen.has(ek)) { seedSeen.add(ek); pushEdge(heap, quadrics, positions, version, va, vb); }
}
}
seedSeen.clear();
const initFaces = activeFaces;
const toRemove = initFaces - targetTriangles;
let lastProg = 0;
let collapses = 0;
while (activeFaces > targetTriangles && heap.size() > 0) {
const idx = heap.pop();
if (idx < 0) break;
const v1 = heap.getV1(idx), v2 = heap.getV2(idx);
const ver1 = heap.getVer1(idx), ver2 = heap.getVer2(idx);
const px = heap.getPx(idx), py = heap.getPy(idx), pz = heap.getPz(idx);
// Stale-entry checks (lazy deletion)
if (!active[v1] || !active[v2]) continue;
if (version[v1] !== ver1 || version[v2] !== ver2) continue;
if (!shareActiveFace(faces, vertFaces, v1, v2)) continue;
// ── Three safety guards ───────────────────────────────────────────────────
if (isBoundaryEdge(faces, vertFaces, v1, v2)) continue; // Guard 1
if (hasLinkViolation(faces, vertFaces, v1, v2)) continue; // Guard 2
if (checkFlipped(positions, vertFaces, faces, v1, v2, px, py, pz)) continue; // Guard 3 v1-side
if (checkFlipped(positions, vertFaces, faces, v2, v1, px, py, pz)) continue; // Guard 3 v2-side
// ── Collapse: keep v1 at new position, remove v2 ─────────────────────────
positions[v1 * 3] = px;
positions[v1 * 3 + 1] = py;
positions[v1 * 3 + 2] = pz;
mergeQuadric(quadrics, v1, v2);
version[v1]++; // v1's quadric and position changed — invalidate old heap entries
for (const f of vertFaces[v2]) {
if (faces[f * 3] < 0) continue;
for (let k = 0; k < 3; k++) {
if (faces[f * 3 + k] === v2) faces[f * 3 + k] = v1;
}
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === fb || fb === fc || fa === fc) {
vertFaces[fa]?.delete(f);
vertFaces[fb]?.delete(f);
vertFaces[fc]?.delete(f);
faces[f * 3] = faces[f * 3 + 1] = faces[f * 3 + 2] = -1;
activeFaces--;
} else {
vertFaces[v1].add(f);
}
}
vertFaces[v2].clear();
active[v2] = 0;
// Re-push edges for v1's updated neighbourhood
const neighbors = new Set();
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
for (let k = 0; k < 3; k++) {
const nb = faces[f * 3 + k];
if (nb !== v1) neighbors.add(nb);
}
}
for (const nb of neighbors) {
if (active[nb]) pushEdge(heap, quadrics, positions, version, v1, nb);
}
if (onProgress && (++collapses & 511) === 0) {
const p = Math.min(1, (initFaces - activeFaces) / toRemove);
if (p - lastProg > 0.015) { onProgress(p); lastProg = p; }
}
}
if (onProgress) onProgress(1);
return buildOutput(positions, faces, faceCount);
}
// ── Guard 1: Boundary edge protection ───────────────────────────────────────
// An edge is a boundary if fewer than 2 active faces share it.
// Collapsing boundary edges is the primary cause of holes in open meshes.
function isBoundaryEdge(faces, vertFaces, v1, v2) {
let shared = 0;
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v2 || fb === v2 || fc === v2) { shared++; if (shared >= 2) return false; }
}
return shared < 2;
}
// ── Guard 2: Duplicate-face / pinch prevention ───────────────────────────────
// After collapsing v2 into v1, every face of v2 that survives (i.e. does not
// share v1) gets v2 replaced by v1. If any such remapped face is identical to
// a face already incident to v1, the collapse would create a duplicate → reject.
function hasLinkViolation(faces, vertFaces, v1, v2) {
// Build a map of face signatures already incident to v1 (excluding shared faces).
// Each sorted triple (a,b,c) is encoded as hi=a*0x200000+b → [c…] for zero string allocation.
const v1Lo = new Map(); // hi → [c…]
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
let fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v2 || fb === v2 || fc === v2) continue;
// Sort triple
let t;
if (fa > fb) { t = fa; fa = fb; fb = t; }
if (fb > fc) { t = fb; fb = fc; fc = t; }
if (fa > fb) { t = fa; fa = fb; fb = t; }
const hi = fa * 0x200000 + fb;
// Store hi→[lo…] mapping
let arr = v1Lo.get(hi);
if (!arr) { arr = []; v1Lo.set(hi, arr); }
arr.push(fc);
}
for (const f of vertFaces[v2]) {
if (faces[f * 3] < 0) continue;
let fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v1 || fb === v1 || fc === v1) continue;
// Remap v2 → v1
if (fa === v2) fa = v1; else if (fb === v2) fb = v1; else fc = v1;
let t;
if (fa > fb) { t = fa; fa = fb; fb = t; }
if (fb > fc) { t = fb; fb = fc; fc = t; }
if (fa > fb) { t = fa; fa = fb; fb = t; }
const hi = fa * 0x200000 + fb;
const arr = v1Lo.get(hi);
if (arr) {
for (let i = 0; i < arr.length; i++) if (arr[i] === fc) return true;
}
}
return false;
}
// ── Guard 3: Normal-flip rejection ──────────────────────────────────────────
// After hypothetical collapse of v_collapse → (npx,npy,npz), recompute normals
// of all affected faces. If any flip by more than ~78° (dot < FLIP_DOT) reject.
function checkFlipped(positions, vertFaces, faces, v_collapse, v_other, npx, npy, npz) {
for (const f of vertFaces[v_collapse]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
// Skip faces shared with v_other; they will be deleted on collapse
if (fa === v_other || fb === v_other || fc === v_other) continue;
// Original normal
const [onx, ony, onz] = faceNormal(
positions[fa*3], positions[fa*3+1], positions[fa*3+2],
positions[fb*3], positions[fb*3+1], positions[fb*3+2],
positions[fc*3], positions[fc*3+1], positions[fc*3+2]
);
// New normal with v_collapse replaced by new position
const ax = fa === v_collapse ? npx : positions[fa*3];
const ay = fa === v_collapse ? npy : positions[fa*3+1];
const az = fa === v_collapse ? npz : positions[fa*3+2];
const bx = fb === v_collapse ? npx : positions[fb*3];
const by = fb === v_collapse ? npy : positions[fb*3+1];
const bz = fb === v_collapse ? npz : positions[fb*3+2];
const cx = fc === v_collapse ? npx : positions[fc*3];
const cy = fc === v_collapse ? npy : positions[fc*3+1];
const cz = fc === v_collapse ? npz : positions[fc*3+2];
const [nnx, nny, nnz] = faceNormal(ax, ay, az, bx, by, bz, cx, cy, cz);
const dot = onx * nnx + ony * nny + onz * nnz;
if (dot < FLIP_DOT) return true;
}
return false;
}
function faceNormal(ax, ay, az, bx, by, bz, cx, cy, cz) {
const ux = bx - ax, uy = by - ay, uz = bz - az;
const vx = cx - ax, vy = cy - ay, vz = cz - az;
const nx = uy * vz - uz * vy;
const ny = uz * vx - ux * vz;
const nz = ux * vy - uy * vx;
const len = Math.sqrt(nx * nx + ny * ny + nz * nz) || 1;
return [nx / len, ny / len, nz / len];
}
// ── Quadric helpers ──────────────────────────────────────────────────────────
// Symmetric 4×4 quadric stored as 10 upper-triangle values per vertex.
// ── Crease-edge quadric preservation (Garland & Heckbert §3.2) ─────────────
// For each interior edge whose two adjacent faces form a dihedral angle sharper
// than CREASE_COS, inject two penalty planes into both endpoint vertices.
// Each penalty plane is perpendicular to one adjacent face and passes through
// the crease edge, constraining the vertex to stay on the crease line.
// The high CREASE_WEIGHT ensures these edges have far higher QEM cost than
// smooth-surface edges and are therefore collapsed last (or not at all).
function addCreaseQuadrics(quadrics, positions, faces, faceCount) {
// Build edge → [face, face] map using numeric keys (va_lo * vertMax + vb_hi)
// vertMax = next power of two >= faceCount*3 vertices upper bound; use faceCount*3
// as a safe upper bound since #verts ≤ #triangles*3.
// We already have the actual vertCount from the caller but it's not passed here;
// use a Map with numeric key = min*N + max where N = faceCount*3 (safe upper bound).
const N = faceCount * 3;
const edgeToFaces = new Map();
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let e = 0; e < 3; e++) {
const va = faces[f * 3 + e];
const vb = faces[f * 3 + ((e + 1) % 3)];
const key = va < vb ? va * N + vb : vb * N + va;
let arr = edgeToFaces.get(key);
if (!arr) { arr = []; edgeToFaces.set(key, arr); }
arr.push(f);
}
}
const sqrtW = Math.sqrt(CREASE_WEIGHT);
for (const [key, flist] of edgeToFaces) {
if (flist.length !== 2) continue; // open boundary or non-manifold — skip
const f0 = flist[0], f1 = flist[1];
const v0a = faces[f0*3], v0b = faces[f0*3+1], v0c = faces[f0*3+2];
const v1a = faces[f1*3], v1b = faces[f1*3+1], v1c = faces[f1*3+2];
const [n0x, n0y, n0z] = faceNormal(
positions[v0a*3], positions[v0a*3+1], positions[v0a*3+2],
positions[v0b*3], positions[v0b*3+1], positions[v0b*3+2],
positions[v0c*3], positions[v0c*3+1], positions[v0c*3+2]
);
const [n1x, n1y, n1z] = faceNormal(
positions[v1a*3], positions[v1a*3+1], positions[v1a*3+2],
positions[v1b*3], positions[v1b*3+1], positions[v1b*3+2],
positions[v1c*3], positions[v1c*3+1], positions[v1c*3+2]
);
if (n0x*n1x + n0y*n1y + n0z*n1z >= CREASE_COS) continue; // smooth — skip
// Resolve the two vertex indices from the numeric key
const va = Math.floor(key / N);
const vb = key - va * N;
// Normalised edge direction
const ex = positions[vb*3] - positions[va*3];
const ey = positions[vb*3+1] - positions[va*3+1];
const ez = positions[vb*3+2] - positions[va*3+2];
const elen = Math.sqrt(ex*ex + ey*ey + ez*ez) || 1;
const edx = ex / elen, edy = ey / elen, edz = ez / elen;
// Add one penalty plane per adjacent face-normal
for (const [nx, ny, nz] of [[n0x, n0y, n0z], [n1x, n1y, n1z]]) {
// Penalty plane normal = normalize(face_normal × edge_dir)
// This plane contains the edge and is perpendicular to the face,
// so it constrains the vertex to lie on the crease line.
let px = ny*edz - nz*edy;
let py = nz*edx - nx*edz;
let pz = nx*edy - ny*edx;
const plen = Math.sqrt(px*px + py*py + pz*pz);
if (plen < 1e-10) continue; // edge parallel to face normal — degenerate
px /= plen; py /= plen; pz /= plen;
const d = -(px*positions[va*3] + py*positions[va*3+1] + pz*positions[va*3+2]);
// Scale by sqrtW: addPlaneQ accumulates (a²,ab,…) so scaling inputs by √w yields w×(a²,ab,…)
addPlaneQ(quadrics, va, px*sqrtW, py*sqrtW, pz*sqrtW, d*sqrtW);
addPlaneQ(quadrics, vb, px*sqrtW, py*sqrtW, pz*sqrtW, d*sqrtW);
}
}
}
function initQuadrics(quadrics, positions, faces, faceCount) {
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
const [nx, ny, nz] = faceNormal(
positions[fa*3], positions[fa*3+1], positions[fa*3+2],
positions[fb*3], positions[fb*3+1], positions[fb*3+2],
positions[fc*3], positions[fc*3+1], positions[fc*3+2]
);
const d = -(nx * positions[fa*3] + ny * positions[fa*3+1] + nz * positions[fa*3+2]);
addPlaneQ(quadrics, fa, nx, ny, nz, d);
addPlaneQ(quadrics, fb, nx, ny, nz, d);
addPlaneQ(quadrics, fc, nx, ny, nz, d);
}
}
function addPlaneQ(q, v, a, b, c, d) {
const o = v * 10;
q[o] += a*a; q[o+1] += a*b; q[o+2] += a*c; q[o+3] += a*d;
q[o+4] += b*b; q[o+5] += b*c; q[o+6] += b*d;
q[o+7] += c*c; q[o+8] += c*d;
q[o+9] += d*d;
}
function mergeQuadric(q, v1, v2) {
const o1 = v1 * 10, o2 = v2 * 10;
for (let i = 0; i < 10; i++) q[o1 + i] += q[o2 + i];
}
function evalQ(q, v, x, y, z) {
const o = v * 10;
return q[o] * x*x + 2*q[o+1]*x*y + 2*q[o+2]*x*z + 2*q[o+3]*x
+ q[o+4] * y*y + 2*q[o+5]*y*z + 2*q[o+6]*y
+ q[o+7] * z*z + 2*q[o+8]*z
+ q[o+9];
}
function evalQSum(q, v1, v2, x, y, z) {
return evalQ(q, v1, x, y, z) + evalQ(q, v2, x, y, z);
}
const _s = new Float64Array(3);
function solveQ(q, v1, v2) {
const o1 = v1 * 10, o2 = v2 * 10;
const a00 = q[o1] + q[o2];
const a01 = q[o1+1] + q[o2+1];
const a02 = q[o1+2] + q[o2+2];
const a11 = q[o1+4] + q[o2+4];
const a12 = q[o1+5] + q[o2+5];
const a22 = q[o1+7] + q[o2+7];
const b0 = -(q[o1+3] + q[o2+3]);
const b1 = -(q[o1+6] + q[o2+6]);
const b2 = -(q[o1+8] + q[o2+8]);
const det = a00*(a11*a22 - a12*a12) - a01*(a01*a22 - a12*a02) + a02*(a01*a12 - a11*a02);
if (Math.abs(det) < 1e-10) return false;
const inv = 1 / det;
_s[0] = inv * (b0*(a11*a22 - a12*a12) - a01*(b1*a22 - a12*b2) + a02*(b1*a12 - a11*b2));
_s[1] = inv * (a00*(b1*a22 - a12*b2) - b0*(a01*a22 - a12*a02) + a02*(a01*b2 - b1*a02));
_s[2] = inv * (a00*(a11*b2 - b1*a12) - a01*(a01*b2 - b1*a02) + b0*(a01*a12 - a11*a02));
return true;
}
function pushEdge(heap, quadrics, positions, version, v1, v2) {
let px, py, pz;
if (solveQ(quadrics, v1, v2)) {
px = _s[0]; py = _s[1]; pz = _s[2];
} else {
const mx = (positions[v1*3] + positions[v2*3]) / 2;
const my = (positions[v1*3+1] + positions[v2*3+1]) / 2;
const mz = (positions[v1*3+2] + positions[v2*3+2]) / 2;
const e1 = evalQSum(quadrics, v1, v2, positions[v1*3], positions[v1*3+1], positions[v1*3+2]);
const e2 = evalQSum(quadrics, v1, v2, positions[v2*3], positions[v2*3+1], positions[v2*3+2]);
const em = evalQSum(quadrics, v1, v2, mx, my, mz);
if (e1 <= e2 && e1 <= em) { px = positions[v1*3]; py = positions[v1*3+1]; pz = positions[v1*3+2]; }
else if (e2 <= em) { px = positions[v2*3]; py = positions[v2*3+1]; pz = positions[v2*3+2]; }
else { px = mx; py = my; pz = mz; }
}
const cost = evalQSum(quadrics, v1, v2, px, py, pz);
// Snapshot both vertices' versions so the pop-side check can detect staleness
heap.push(cost, v1, v2, version[v1], version[v2], px, py, pz);
}
// ── Indexed <-> Non-indexed conversion ──────────────────────────────────────
// Numeric spatial-hash vertex deduplication.
// Avoids template-string allocation by encoding quantised (ix,iy,iz) as a
// BigInt key: this is still fast because we only call BigInt() once per vertex.
function buildIndexed(geometry) {
const posAttr = geometry.attributes.position;
const n = posAttr.count;
const positions = new Float64Array(n * 3); // over-allocated, trimmed later
const indexRemap = new Int32Array(n);
let vertCount = 0;
const vertMap = new Map();
for (let i = 0; i < n; i++) {
const x = posAttr.getX(i), y = posAttr.getY(i), z = posAttr.getZ(i);
// Encode three 21-bit quantised integers into one BigInt key.
// Offset by 2^20 to handle negative coordinates.
const ix = (Math.round(x * QUANT) + 0x100000) >>> 0;
const iy = (Math.round(y * QUANT) + 0x100000) >>> 0;
const iz = (Math.round(z * QUANT) + 0x100000) >>> 0;
const key = (BigInt(ix) << 42n) | (BigInt(iy) << 21n) | BigInt(iz);
let idx = vertMap.get(key);
if (idx === undefined) {
idx = vertCount++;
positions[idx * 3] = x;
positions[idx * 3 + 1] = y;
positions[idx * 3 + 2] = z;
vertMap.set(key, idx);
}
indexRemap[i] = idx;
}
const faceCount = n / 3;
const faces = new Int32Array(faceCount * 3);
for (let i = 0; i < n; i++) faces[i] = indexRemap[i];
return { positions: positions.subarray(0, vertCount * 3), faces, vertCount, faceCount };
}
// ── Adjacency helpers ────────────────────────────────────────────────────────
function buildAdjacency(faces, faceCount, vertCount) {
const adj = new Array(vertCount);
for (let v = 0; v < vertCount; v++) adj[v] = new Set();
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
adj[faces[f * 3]].add(f);
adj[faces[f * 3 + 1]].add(f);
adj[faces[f * 3 + 2]].add(f);
}
return adj;
}
function shareActiveFace(faces, vertFaces, v1, v2) {
for (const f of vertFaces[v1]) {
if (faces[f * 3] < 0) continue;
const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
if (fa === v2 || fb === v2 || fc === v2) return true;
}
return false;
}
function buildOutput(positions, faces, faceCount) {
let activeFaces = 0;
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] >= 0) activeFaces++;
}
const posArray = new Float32Array(activeFaces * 9);
let out = 0;
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let v = 0; v < 3; v++) {
const vi = faces[f * 3 + v];
posArray[out++] = positions[vi * 3];
posArray[out++] = positions[vi * 3 + 1];
posArray[out++] = positions[vi * 3 + 2];
}
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
geo.computeVertexNormals();
return geo;
}
// ── Struct-of-arrays Min-Heap ────────────────────────────────────────────────
// Stores each heap entry in parallel typed arrays rather than JS objects to
// avoid heap allocation pressure and GC pauses during the collapse loop.
// The heap is 1-indexed (root at slot 1). Slot 0 is used as a scratch area
// by pop() so the caller can read fields after popping.
// pop() returns 0 (the scratch slot index) on success, or -1 if empty.
const SOA_GROW = 1.5;
class SoAHeap {
constructor(initialCap = 65536) {
let cap = 2;
while (cap <= initialCap) cap <<= 1;
this._cap = cap;
this._len = 0;
this._cost = new Float64Array(cap);
this._v1 = new Int32Array(cap);
this._v2 = new Int32Array(cap);
this._ver1 = new Uint32Array(cap);
this._ver2 = new Uint32Array(cap);
this._px = new Float64Array(cap);
this._py = new Float64Array(cap);
this._pz = new Float64Array(cap);
}
size() { return this._len; }
push(cost, v1, v2, ver1, ver2, px, py, pz) {
let i = ++this._len;
if (i >= this._cap) this._grow();
this._cost[i] = cost; this._v1[i] = v1; this._v2[i] = v2;
this._ver1[i] = ver1; this._ver2[i] = ver2;
this._px[i] = px; this._py[i] = py; this._pz[i] = pz;
this._bubbleUp(i);
}
// Pops the minimum entry into slot 0 and returns 0. Returns -1 if empty.
pop() {
if (this._len === 0) return -1;
this._copySlot(0, 1);
this._copySlot(1, this._len--);
if (this._len > 0) this._sinkDown(1);
return 0;
}
getV1 (i) { return this._v1[i]; }
getV2 (i) { return this._v2[i]; }
getVer1(i) { return this._ver1[i]; }
getVer2(i) { return this._ver2[i]; }
getPx (i) { return this._px[i]; }
getPy (i) { return this._py[i]; }
getPz (i) { return this._pz[i]; }
_copySlot(dst, src) {
this._cost[dst] = this._cost[src]; this._v1[dst] = this._v1[src]; this._v2[dst] = this._v2[src];
this._ver1[dst] = this._ver1[src]; this._ver2[dst] = this._ver2[src];
this._px[dst] = this._px[src]; this._py[dst] = this._py[src]; this._pz[dst] = this._pz[src];
}
_swap(a, b) {
const tc = this._cost[a], tv1 = this._v1[a], tv2 = this._v2[a];
const te1 = this._ver1[a], te2 = this._ver2[a];
const tpx = this._px[a], tpy = this._py[a], tpz = this._pz[a];
this._cost[a] = this._cost[b]; this._v1[a] = this._v1[b]; this._v2[a] = this._v2[b];
this._ver1[a] = this._ver1[b]; this._ver2[a] = this._ver2[b];
this._px[a] = this._px[b]; this._py[a] = this._py[b]; this._pz[a] = this._pz[b];
this._cost[b] = tc; this._v1[b] = tv1; this._v2[b] = tv2;
this._ver1[b] = te1; this._ver2[b] = te2;
this._px[b] = tpx; this._py[b] = tpy; this._pz[b] = tpz;
}
_bubbleUp(i) {
const cost = this._cost;
while (i > 1) {
const p = i >> 1;
if (cost[p] <= cost[i]) break;
this._swap(p, i); i = p;
}
}
_sinkDown(i) {
const cost = this._cost;
const n = this._len;
for (;;) {
let s = i;
const l = i << 1, r = l | 1;
if (l <= n && cost[l] < cost[s]) s = l;
if (r <= n && cost[r] < cost[s]) s = r;
if (s === i) break;
this._swap(s, i); i = s;
}
}
_grow() {
const newCap = Math.ceil(this._cap * SOA_GROW) + 2;
const resize = (old, Ctor) => { const n = new Ctor(newCap); n.set(old); return n; };
this._cost = resize(this._cost, Float64Array);
this._v1 = resize(this._v1, Int32Array);
this._v2 = resize(this._v2, Int32Array);
this._ver1 = resize(this._ver1, Uint32Array);
this._ver2 = resize(this._ver2, Uint32Array);
this._px = resize(this._px, Float64Array);
this._py = resize(this._py, Float64Array);
this._pz = resize(this._pz, Float64Array);
this._cap = newCap;
}
}