Files
archived-stlTexturizer/js/decimation.js
T
Avatarsia 72f6e67127 perf: time-based yield reduces background tab overhead by ~95%
Replace fixed-interval yields (every 4096 iterations) with time-based
yields (every ~100ms of wall time). In foreground tabs this means ~10
yields per second instead of ~50-200, with identical UI responsiveness.

In background tabs where setTimeout(0) is throttled to ~1s, this
reduces overhead from ~200 wasted seconds to ~10 — the export runs
nearly as fast in the background as in the foreground.

Addresses #2 (background tab resource allocation).
2026-04-06 05:23:09 +02:00

756 lines
32 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 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 uses a module-level Set with packed keys for O(1)
* duplicate-face lookup.
* - 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 FLIP_DOT_SQ = FLIP_DOT * FLIP_DOT;
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
// Time-based yield: only yield every ~100ms of wall time instead of every N iterations.
// In foreground tabs setTimeout(0) costs ~4ms; in background tabs it's throttled to ~1s.
// By yielding based on elapsed time we get ~10 yields per second in foreground (smooth progress)
// and minimal extra delay in background (~10 yields × 1s = ~10s overhead instead of ~200s).
let _lastYieldTime = 0;
function _shouldYield() {
const now = performance.now();
if (now - _lastYieldTime < 100) return false;
_lastYieldTime = now;
return true;
}
function _yieldFrame() {
return new Promise(r => setTimeout(r, 0));
}
// Module-level Set for hasLinkViolation — avoids per-call heap allocation.
// Module-level scratch arrays for hasLinkViolation — avoids new Map() per call.
const _hlvHi = new Float64Array(512);
const _hlvLo = new Int32Array(512);
// ── Public API ───────────────────────────────────────────────────────────────
export async 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);
// Doubly-linked vertex-face incidence (typed arrays — faster than Set<number>)
const { vfHead, slotFace, slotVert, slotNext, slotPrev, faceSlot } =
buildLinkedAdj(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);
// Epoch stamp for neighbour deduplication — O(1) "clear" via epoch++
const nbStamp = new Uint32Array(vertCount);
let epoch = 1;
let activeFaces = faceCount;
// Seed min-heap with one entry per unique edge.
// Use Number keys when vertCount < 94M (safe integer range), BigInt otherwise.
const heap = new SoAHeap(Math.min(faceCount * 3, 1 << 24));
const seedSeen = new Set();
const _useNumericSeed = vertCount < 94_000_000;
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 = _useNumericSeed ? lo * vertCount + hi : BigInt(lo) * BigInt(vertCount) + 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 iterations = 0;
while (activeFaces > targetTriangles && heap.size() > 0) {
const idx = heap.pop();
if (idx < 0) break;
// Yield based on elapsed wall time (~every 100ms) instead of fixed iteration count.
// Drastically reduces overhead in background tabs where setTimeout is throttled to 1s.
++iterations;
if (_shouldYield()) {
await _yieldFrame();
if (onProgress) {
const p = Math.min(1, (initFaces - activeFaces) / toRemove);
if (p - lastProg > 0.005) { onProgress(p); lastProg = p; }
}
}
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;
// Single pass combines the old shareActiveFace + isBoundaryEdge:
// 0 → stale entry, 1 → boundary edge (Guard 1), ≥2 → safe to continue
const nsh = sharedFaceCount(faces, vfHead, slotFace, slotNext, v1, v2);
if (nsh < 2) continue;
// ── Three safety guards ───────────────────────────────────────────────────
if (hasLinkViolation(faces, vfHead, slotFace, slotNext, v1, v2, vertCount)) continue; // Guard 2
if (checkFlipped(positions, vfHead, slotFace, slotNext, faces, v1, v2, px, py, pz)) continue; // Guard 3a
if (checkFlipped(positions, vfHead, slotFace, slotNext, faces, v2, v1, px, py, pz)) continue; // Guard 3b
// ── 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
// Walk v2's face list; read sNext BEFORE modifying the list.
let s = vfHead[v2];
while (s >= 0) {
const f = slotFace[s];
const sNext = slotNext[s]; // must be read before any list modification
if (faces[f * 3] >= 0) {
// Remap v2 → v1 in this face
const cv2 = faces[f*3] === v2 ? 0 : faces[f*3+1] === v2 ? 1 : 2;
faces[f * 3 + cv2] = v1;
const fa = faces[f*3], fb = faces[f*3+1], fc = faces[f*3+2];
if (fa === fb || fb === fc || fa === fc) {
// Degenerate: unlink all 3 slots from their current vertex lists
for (let k = 0; k < 3; k++) {
const sk = faceSlot[f*3+k];
if (sk >= 0) { _unlinkSlot(sk, vfHead, slotNext, slotPrev, slotVert); faceSlot[f*3+k] = -1; }
}
faces[f*3] = faces[f*3+1] = faces[f*3+2] = -1;
activeFaces--;
} else {
// Surviving: move the v2-slot (s) into v1's list; other 2 slots stay put
_moveSlot(s, v1, vfHead, slotNext, slotPrev, slotVert);
}
}
s = sNext;
}
// After the loop vfHead[v2] === -1 (all slots moved or freed)
active[v2] = 0;
// Re-push edges for v1's updated neighbourhood (stamp dedup — no new Set)
epoch++;
for (let sv = vfHead[v1]; sv >= 0; sv = slotNext[sv]) {
const f = slotFace[sv];
if (faces[f*3] < 0) continue;
for (let k = 0; k < 3; k++) {
const nb = faces[f*3+k];
if (nb !== v1 && nbStamp[nb] !== epoch) {
nbStamp[nb] = epoch;
if (active[nb]) pushEdge(heap, quadrics, positions, version, v1, nb);
}
}
}
}
if (onProgress) onProgress(1);
return buildOutput(positions, faces, faceCount);
}
// ── Linked-list vertex-face incidence ────────────────────────────────────────
// Replaces the old Array<Set<number>> adjacency. For each face f and vertex
// position k, slot s = f*3+k tracks face f in vertex v = faces[f*3+k]'s list.
//
// vfHead[v] → first slot for vertex v (-1 = empty)
// slotFace[s] → face tracked by slot s
// slotVert[s] → vertex that currently owns slot s
// slotNext[s] → next slot in vertex's list (-1 = end)
// slotPrev[s] → prev slot in vertex's list (-1 = head)
// faceSlot[f*3+k] → slot for face f's k-th vertex incidence
function buildLinkedAdj(faces, faceCount, vertCount) {
const S = faceCount * 3;
const vfHead = new Int32Array(vertCount).fill(-1);
const slotFace = new Int32Array(S);
const slotVert = new Int32Array(S);
const slotNext = new Int32Array(S).fill(-1);
const slotPrev = new Int32Array(S).fill(-1);
const faceSlot = new Int32Array(S).fill(-1);
for (let f = 0; f < faceCount; f++) {
if (faces[f * 3] < 0) continue;
for (let k = 0; k < 3; k++) {
const v = faces[f * 3 + k];
const s = f * 3 + k;
slotFace[s] = f;
slotVert[s] = v;
const h = vfHead[v];
slotNext[s] = h;
slotPrev[s] = -1;
if (h >= 0) slotPrev[h] = s;
vfHead[v] = s;
faceSlot[f * 3 + k] = s;
}
}
return { vfHead, slotFace, slotVert, slotNext, slotPrev, faceSlot };
}
// Remove slot s from its current vertex's list (slotVert[s] identifies the vertex).
function _unlinkSlot(s, vfHead, slotNext, slotPrev, slotVert) {
const v = slotVert[s], p = slotPrev[s], n = slotNext[s];
if (p < 0) vfHead[v] = n; else slotNext[p] = n;
if (n >= 0) slotPrev[n] = p;
}
// Move slot s from its current vertex's list to vertex nv's list.
function _moveSlot(s, nv, vfHead, slotNext, slotPrev, slotVert) {
_unlinkSlot(s, vfHead, slotNext, slotPrev, slotVert);
const h = vfHead[nv];
slotNext[s] = h;
slotPrev[s] = -1;
if (h >= 0) slotPrev[h] = s;
vfHead[nv] = s;
slotVert[s] = nv;
}
// ── Guard 0+1: combined shareActiveFace + isBoundaryEdge ─────────────────────
// Returns 0 = stale entry, 1 = boundary edge, ≥2 = safe to proceed.
function sharedFaceCount(faces, vfHead, slotFace, slotNext, v1, v2) {
let count = 0;
for (let s = vfHead[v1]; s >= 0; s = slotNext[s]) {
const f = slotFace[s];
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) { if (++count >= 2) return 2; }
}
return count;
}
// ── Guard 2: Duplicate-face / pinch prevention ───────────────────────────────
// Uses module-level scratch arrays (_hlvHi, _hlvLo) — zero allocation per call.
// Linear scan is faster than Set for typical STL vertex valence (5-8).
function hasLinkViolation(faces, vfHead, slotFace, slotNext, v1, v2, vc) {
const MUL = vc < 0x200000 ? 0x200000 : vc + 1;
let n = 0;
for (let s = vfHead[v1]; s >= 0; s = slotNext[s]) {
const f = slotFace[s];
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;
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; }
_hlvHi[n] = fa * MUL + fb;
_hlvLo[n] = fc;
n++;
}
for (let s = vfHead[v2]; s >= 0; s = slotNext[s]) {
const f = slotFace[s];
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;
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 * MUL + fb;
for (let i = 0; i < n; i++) {
if (_hlvHi[i] === hi && _hlvLo[i] === fc) return true;
}
}
return false;
}
// ── Guard 3: Normal-flip rejection ──────────────────────────────────────────
// Fully inlined — no array allocations, no sqrt calls.
// Squared-dot comparison replaces the normalized dot product:
// dot(on_norm, nn_norm) < FLIP_DOT
// ⟺ rawDot < 0 OR rawDot² < FLIP_DOT² · |on|² · |nn|²
function checkFlipped(positions, vfHead, slotFace, slotNext, faces, vc, vo, npx, npy, npz) {
for (let s = vfHead[vc]; s >= 0; s = slotNext[s]) {
const f = slotFace[s];
if (faces[f * 3] < 0) continue;
const fa = faces[f*3], fb = faces[f*3+1], fc = faces[f*3+2];
if (fa === vo || fb === vo || fc === vo) continue;
const oax = positions[fa*3], oay = positions[fa*3+1], oaz = positions[fa*3+2];
const obx = positions[fb*3], oby = positions[fb*3+1], obz = positions[fb*3+2];
const ocx = positions[fc*3], ocy = positions[fc*3+1], ocz = positions[fc*3+2];
// Unnormalized original normal
const oux = obx-oax, ouy = oby-oay, ouz = obz-oaz;
const ovx = ocx-oax, ovy = ocy-oay, ovz = ocz-oaz;
const onx = ouy*ovz - ouz*ovy;
const ony = ouz*ovx - oux*ovz;
const onz = oux*ovy - ouy*ovx;
// New positions (vc replaced by np)
let nax, nay, naz, nbx, nby, nbz, ncx, ncy, ncz;
if (fa === vc) { nax = npx; nay = npy; naz = npz; nbx = obx; nby = oby; nbz = obz; ncx = ocx; ncy = ocy; ncz = ocz; }
else if (fb === vc) { nax = oax; nay = oay; naz = oaz; nbx = npx; nby = npy; nbz = npz; ncx = ocx; ncy = ocy; ncz = ocz; }
else { nax = oax; nay = oay; naz = oaz; nbx = obx; nby = oby; nbz = obz; ncx = npx; ncy = npy; ncz = npz; }
// Unnormalized new normal
const nux = nbx-nax, nuy = nby-nay, nuz = nbz-naz;
const nvx = ncx-nax, nvy = ncy-nay, nvz = ncz-naz;
const nnx = nuy*nvz - nuz*nvy;
const nny = nuz*nvx - nux*nvz;
const nnz = nux*nvy - nuy*nvx;
// Squared-dot flip test (avoids sqrt + division)
const rawDot = onx*nnx + ony*nny + onz*nnz;
if (rawDot < 0) return true;
if (rawDot * rawDot < FLIP_DOT_SQ * (onx*onx+ony*ony+onz*onz) * (nnx*nnx+nny*nny+nnz*nnz)) 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;
const existing = edgeToFaces.get(key);
if (existing === undefined) {
edgeToFaces.set(key, f);
} else if (existing >= 0) {
edgeToFaces.set(key, -(existing * faceCount + f + 1));
} else {
edgeToFaces.set(key, 0);
}
}
}
const sqrtW = Math.sqrt(CREASE_WEIGHT);
for (const [key, val] of edgeToFaces) {
if (val >= 0 || val === 0) continue; // nur 1 Face oder >2 Faces -> skip
const encoded = -(val + 1);
const f0 = Math.floor(encoded / faceCount);
const f1 = encoded - f0 * faceCount;
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);
const maxEl = Math.max(Math.abs(a00), Math.abs(a01), Math.abs(a02), Math.abs(a11), Math.abs(a12), Math.abs(a22));
const threshold = maxEl * maxEl * maxEl * 1e-10;
if (Math.abs(det) < Math.max(threshold, 1e-30)) 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);
// Prefer midpoint when costs are near-equal (degenerate / flat surfaces).
// Midpoint minimises displacement of adjacent triangles, reducing normal
// flips and preventing the collapse loop from stalling on coplanar geometry.
const eMin = Math.min(e1, e2, em);
const eTol = eMin * 1e-2 + 1e-12;
if (em <= eMin + eTol) { px = mx; py = my; pz = mz; }
else if (e1 <= e2) { px = positions[v1*3]; py = positions[v1*3+1]; pz = positions[v1*3+2]; }
else { px = positions[v2*3]; py = positions[v2*3+1]; pz = positions[v2*3+2]; }
}
const cost = evalQSum(quadrics, v1, v2, px, py, pz);
// Tiny edge-length tiebreaker: on degenerate (flat) surfaces where QEM
// costs are ~0, prefer collapsing shorter edges first for better triangle
// quality and fewer guard rejections.
const dx = positions[v2*3] - positions[v1*3];
const dy = positions[v2*3+1] - positions[v1*3+1];
const dz = positions[v2*3+2] - positions[v1*3+2];
heap.push(cost + (dx*dx + dy*dy + dz*dz) * 1e-8,
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 replaced by buildLinkedAdj and _unlinkSlot/_moveSlot above)
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];
}
}
// Compute exact per-face normals from the final positions so winding order
// always agrees with the stored normals (computeVertexNormals averages across
// shared positions and can flip normals on excluded surfaces).
const nrmArray = new Float32Array(posArray.length);
for (let i = 0; i < posArray.length; i += 9) {
const ax = posArray[i], ay = posArray[i+1], az = posArray[i+2];
const bx = posArray[i+3], by = posArray[i+4], bz = posArray[i+5];
const cx = posArray[i+6], cy = posArray[i+7], cz = posArray[i+8];
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, ny = uz*vx - ux*vz, nz = ux*vy - uy*vx;
const len = Math.sqrt(nx*nx + ny*ny + nz*nz) || 1;
nrmArray[i] = nrmArray[i+3] = nrmArray[i+6] = nx / len;
nrmArray[i+1] = nrmArray[i+4] = nrmArray[i+7] = ny / len;
nrmArray[i+2] = nrmArray[i+5] = nrmArray[i+8] = nz / len;
}
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
geo.setAttribute('normal', new THREE.BufferAttribute(nrmArray, 3));
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];
}
_bubbleUp(idx) {
const cost = this._cost[idx];
const v1 = this._v1[idx], v2 = this._v2[idx];
const ver1 = this._ver1[idx], ver2 = this._ver2[idx];
const px = this._px[idx], py = this._py[idx], pz = this._pz[idx];
while (idx > 1) {
const parent = idx >> 1;
if (this._cost[parent] <= cost) break;
this._cost[idx] = this._cost[parent];
this._v1[idx] = this._v1[parent]; this._v2[idx] = this._v2[parent];
this._ver1[idx] = this._ver1[parent]; this._ver2[idx] = this._ver2[parent];
this._px[idx] = this._px[parent]; this._py[idx] = this._py[parent]; this._pz[idx] = this._pz[parent];
idx = parent;
}
this._cost[idx] = cost;
this._v1[idx] = v1; this._v2[idx] = v2;
this._ver1[idx] = ver1; this._ver2[idx] = ver2;
this._px[idx] = px; this._py[idx] = py; this._pz[idx] = pz;
}
_sinkDown(idx) {
const n = this._len;
const cost = this._cost[idx];
const v1 = this._v1[idx], v2 = this._v2[idx];
const ver1 = this._ver1[idx], ver2 = this._ver2[idx];
const px = this._px[idx], py = this._py[idx], pz = this._pz[idx];
while (true) {
const l = idx << 1, r = l | 1;
let child = -1;
// Find smallest child that is cheaper than saved element
if (l <= n && this._cost[l] < cost) child = l;
if (r <= n && this._cost[r] < (child >= 0 ? this._cost[child] : cost)) child = r;
if (child < 0) break;
// Move child up into hole
this._cost[idx] = this._cost[child];
this._v1[idx] = this._v1[child]; this._v2[idx] = this._v2[child];
this._ver1[idx] = this._ver1[child]; this._ver2[idx] = this._ver2[child];
this._px[idx] = this._px[child]; this._py[idx] = this._py[child]; this._pz[idx] = this._pz[child];
idx = child;
}
// Place saved element in final hole
this._cost[idx] = cost;
this._v1[idx] = v1; this._v2[idx] = v2;
this._ver1[idx] = ver1; this._ver2[idx] = ver2;
this._px[idx] = px; this._py[idx] = py; this._pz[idx] = pz;
}
_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;
}
}