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https://github.com/IfcOpenShell/IfcOpenShell.git
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8b8fafa698
Renamed HeadlessSidecarBuilder to SidecarBuilder and reused it for live loads. SceneLoader now constructs one per stream load, forwards meshReady /instanceReady chunks alongside the viewport upload, and finalizes + writes the sidecar at onStreamerFinished — no more GPU readback path via ViewportWindow::snapshotModel (removed). Same code path now produces sidecars for both live loads and the .rdbview offline export. Sidecar use is opt-in per direction via SceneLoader::setShouldReadSidecar and setShouldWriteSidecar; both default off so embedders that don't want caching get a pure-streaming loader. ifcviewer-full and ifcviewer-minimal opt in. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
81 lines
3.9 KiB
C++
81 lines
3.9 KiB
C++
/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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// Inline helpers that turn streamer-format vertices (7 floats per vertex:
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// pos3 + normal3 + color-as-float) into the 12 B quantized VBO layout used
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// by both the viewport's GPU buffers and the .ifcview sidecar. Shared
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// between ViewportWindow::uploadMeshChunk and SidecarBuilder so the
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// on-disk format stays identical to what the viewport renders.
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#ifndef VERTEXQUANTIZATION_H
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#define VERTEXQUANTIZATION_H
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#include "InstancedGeometry.h"
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#include <cmath>
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#include <cstdint>
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#include <cstring>
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// Meyer et al. octahedral normal encode. Input unit vector -> [-1,1]^2.
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inline void octEncodeNormal(const float n[3], float out[2]) {
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float ax = std::fabs(n[0]), ay = std::fabs(n[1]), az = std::fabs(n[2]);
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float denom = ax + ay + az;
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if (denom < 1e-12f) { out[0] = 0.0f; out[1] = 0.0f; return; }
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float px = n[0] / denom;
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float py = n[1] / denom;
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if (n[2] < 0.0f) {
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float sx = px >= 0.0f ? 1.0f : -1.0f;
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float sy = py >= 0.0f ? 1.0f : -1.0f;
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float nx = (1.0f - std::fabs(py)) * sx;
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float ny = (1.0f - std::fabs(px)) * sy;
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px = nx; py = ny;
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}
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out[0] = px;
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out[1] = py;
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}
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// Quantize a streamer-format vertex (pos3 + normal3 + color-as-float) into
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// the 12 B VBO record, given the mesh's tight local AABB. `extent_recip`
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// is 1/(max-min) per axis, or 0 for degenerate axes.
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inline void quantizeVertex(const float src[INSTANCED_VERTEX_STRIDE_FLOATS],
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const float aabb_min[3],
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const float extent_recip[3],
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uint8_t dst[INSTANCED_VERTEX_STRIDE_BYTES]) {
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// Position -> u16 normalized.
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uint16_t* p = reinterpret_cast<uint16_t*>(dst + INSTANCED_VERTEX_POS_OFFSET);
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for (int a = 0; a < 3; ++a) {
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float t = (src[a] - aabb_min[a]) * extent_recip[a];
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if (t < 0.0f) t = 0.0f; else if (t > 1.0f) t = 1.0f;
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p[a] = static_cast<uint16_t>(t * 65535.0f + 0.5f);
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}
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// Normal -> oct i8x2. int8 gives ~1.4° worst-case error — fine for BIM.
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float oct[2];
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octEncodeNormal(src + 3, oct);
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int8_t* n = reinterpret_cast<int8_t*>(dst + INSTANCED_VERTEX_NORMAL_OFFSET);
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for (int a = 0; a < 2; ++a) {
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float v = oct[a];
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if (v < -1.0f) v = -1.0f; else if (v > 1.0f) v = 1.0f;
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n[a] = static_cast<int8_t>(std::lrintf(v * 127.0f));
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}
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// Color passes through — streamer packs 4 bytes into the 7th float slot.
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std::memcpy(dst + INSTANCED_VERTEX_COLOR_OFFSET, src + 6, 4);
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}
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#endif // VERTEXQUANTIZATION_H
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