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2026-10-19 08:43:50 +08:00

472 lines
14 KiB
Go

// Copyright 2025-2026 肖其顿 (XIAO QI DUN)
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package threed
import (
"fmt"
)
// U3D线集增量编码的算术编码上下文
const (
u3dLinePositionSign = iota
u3dLinePositionX
u3dLinePositionY
u3dLinePositionZ
u3dLineNormalCount
u3dLineNormalSign
u3dLineNormalX
u3dLineNormalY
u3dLineNormalZ
u3dLineCount
u3dLineShading
u3dLineNormalIndex
u3dLineDiffuseDuplicate
u3dLineSpecularDuplicate
u3dLineTextureDuplicate
u3dLineDiffuseSign
u3dLineSpecularSign
u3dLineTextureSign
u3dLineColorR
u3dLineColorG
u3dLineColorB
u3dLineColorA
u3dLineTextureU
u3dLineTextureV
u3dLineTextureS
u3dLineTextureT
u3dLineContextCount
)
// u3dLineState 按顶点缓存点集及线集属性预测
type u3dLineState struct {
offsets [11]int
stride int
stats []float64
pointOffsets []uint32
pointPredicted []bool
}
// u3dLineReader 保存当前续块的独立压缩上下文
type u3dLineReader struct {
values *u3dValues
bits *u3dBits
hist [u3dLineContextCount]u3dHistogram
}
// primitiveDeclaration 读取ECMA-363第9.6.2和9.6.3节的点集及线集声明
// 入参: r 字段读取器, name 资源名, points 是否为点集
// 返回: error 结构、能力或预算错误
func (d *u3dDecoder) primitiveDeclaration(r *u3dValues, name string, points bool) error {
if _, exists := d.meshes[name]; exists {
return fmt.Errorf("duplicate U3D model resource %q", name)
}
if r.u32() != 0 || r.u32() != 0 {
return fmt.Errorf("invalid U3D primitive declaration")
}
decl := &u3dMeshDeclaration{mesh: U3DMesh{Name: name}, line: new(u3dLineState), points: points}
for i := range decl.counts {
decl.counts[i] = r.u32()
}
if err := d.meshShadings(r, decl); err != nil {
return err
}
for i := range decl.mesh.Quality {
decl.mesh.Quality[i] = r.u32()
}
for i := range decl.mesh.InverseQuantization {
decl.mesh.InverseQuantization[i] = r.f32()
}
for range 3 {
if r.u32() != 0 {
return fmt.Errorf("invalid U3D reserved primitive parameter")
}
}
bones, err := d.skeleton(r)
if err != nil {
return err
}
decl.mesh.Bones = bones
if err := r.done(); err != nil {
return err
}
if decl.counts[1] == 0 {
for _, count := range decl.counts[:6] {
if count != 0 {
return fmt.Errorf("invalid U3D empty primitive set")
}
}
decl.decoded = true
}
state := decl.line
var used [11]bool
used[0] = true
for _, shading := range decl.mesh.Shadings {
used[1] = used[1] || shading.Attributes&1 != 0
used[2] = used[2] || shading.Attributes&2 != 0
for layer := range shading.TextureDimensions {
used[3+layer] = true
}
}
for i, present := range used {
state.offsets[i] = -1
if present {
state.offsets[i] = state.stride
state.stride += 5
}
}
c := decl.counts
primitiveBytes := uint64(100)
if points {
primitiveBytes = 52
}
bytes := uint64(c[0])*primitiveBytes + (uint64(c[1])+uint64(c[2]))*12 + (uint64(c[3])+uint64(c[4])+uint64(c[5]))*16
if err := d.reserve(bytes, 1); err != nil {
return err
}
if err := d.reserve(uint64(c[1]), uint64(state.stride)*8); err != nil {
return err
}
m := &decl.mesh
if points {
m.Points = make([]U3DPoint, 0, int(c[0]))
} else {
m.Lines = make([]U3DLine, 0, int(c[0]))
}
m.Positions, m.Normals = make([][3]float32, 0, int(c[1])), make([][3]float32, 0, int(c[2]))
m.Diffuse, m.Specular, m.TextureCoordinates = make([][4]float32, 0, int(c[3])), make([][4]float32, 0, int(c[4])), make([][4]float32, 0, int(c[5]))
state.stats = make([]float64, int(c[1])*state.stride)
if points {
if err := d.reserve(uint64(c[1])*5+4, 1); err != nil {
return err
}
state.pointOffsets = make([]uint32, 1, int(c[1])+1)
state.pointPredicted = make([]bool, int(c[1]))
}
d.meshes[name] = decl
d.meshOrder = append(d.meshOrder, name)
return nil
}
// average 取得指定顶点各属性预测,点集法线使用缓存的球面均值
// 入参: position 顶点索引
// 返回: [11][4]float64 法线、漫反射、镜面及八层纹理预测
func (s *u3dLineState) average(position uint32) (values [11][4]float64) {
for slot, offset := range s.offsets {
if offset < 0 {
continue
}
base := int(position)*s.stride + offset
count := s.stats[base+4]
if count != 0 {
for i := range values[slot] {
values[slot][i] = s.stats[base+i] / count
}
}
}
return values
}
// accumulateCorners 累计点或线端的属性,用于后续位置预测
// 入参: mesh 属性数组, shadingIndex 着色索引, corners 新增角点
func (s *u3dLineState) accumulateCorners(mesh *U3DMesh, shadingIndex uint32, corners []U3DCorner) {
shading := mesh.Shadings[shadingIndex]
for _, corner := range corners {
var values [11][4]float32
var used [11]bool
normal := mesh.Normals[corner.Normal]
values[0] = [4]float32{normal[0], normal[1], normal[2], 0}
used[0] = true
if shading.Attributes&1 != 0 {
values[1], used[1] = mesh.Diffuse[corner.Diffuse], true
}
if shading.Attributes&2 != 0 {
values[2], used[2] = mesh.Specular[corner.Specular], true
}
for layer := range shading.TextureDimensions {
values[3+layer], used[3+layer] = mesh.TextureCoordinates[corner.Texture[layer]], true
}
for slot, present := range used {
if !present {
continue
}
base := int(corner.Position)*s.stride + s.offsets[slot]
for i, value := range values[slot] {
s.stats[base+i] += float64(value)
}
s.stats[base+4]++
}
}
}
// value 按指定上下文和位宽读取点集或线集字段
// 入参: ctx 压缩上下文, small 是否为8位字段
// 返回: uint32 字段值
func (r *u3dLineReader) value(ctx int, small bool) uint32 {
if r.bits != nil {
return r.bits.dynamicValue(&r.hist[ctx], small)
}
if small {
return uint32(r.values.u8())
}
return r.values.u32()
}
// index 读取静态索引并校验声明范围
// 入参: count 可用索引数量
// 返回: uint32 索引, error 读取或范围错误
func (r *u3dLineReader) index(count uint32) (uint32, error) {
if count == 0 {
return 0, fmt.Errorf("invalid U3D primitive position range")
}
var value uint32
if r.bits != nil {
value = r.bits.index(count)
} else {
value = r.values.u32()
}
if err := r.err(); err != nil {
return 0, err
}
if value >= count {
return 0, fmt.Errorf("invalid U3D primitive position index")
}
return value, nil
}
// err 返回当前字段或算术解码错误
// 返回: error 读取错误
func (r *u3dLineReader) err() error {
if r.bits != nil {
return r.bits.err
}
return r.values.err
}
// reconstruct 按符号位和独立分量上下文执行逆量化
// 入参: prediction 预测值, scale 逆量化系数, signContext 符号上下文, componentContext 分量首上下文, dimensions 分量数
// 返回: [4]float32 重建属性, error 数值或读取错误
func (r *u3dLineReader) reconstruct(prediction [4]float64, scale float32, signContext, componentContext, dimensions int) (values [4]float32, err error) {
signs := r.value(signContext, true)
if signs >= 1<<dimensions {
return values, fmt.Errorf("invalid U3D primitive difference signs")
}
for i := range dimensions {
difference := float64(r.value(componentContext+i, false)) * float64(scale)
if signs&(1<<i) != 0 {
difference = -difference
}
values[i] = float32(prediction[i] + difference)
if !finite(float64(values[i])) {
return values, fmt.Errorf("invalid U3D reconstructed primitive attribute")
}
}
return values, r.err()
}
// attribute 读取颜色或纹理属性,重复标记引用所属属性池的末项
// 入参: pool 属性池, limit 声明总数, prediction 预测值, scale 逆量化系数, duplicate 重复上下文, sign 符号上下文, component 分量首上下文
// 返回: uint32 属性索引, error 读取或范围错误
func (r *u3dLineReader) attribute(pool *[][4]float32, limit uint32, prediction [4]float64, scale float32, duplicate, sign, component int) (uint32, error) {
flag := r.value(duplicate, true)
if err := r.err(); err != nil {
return 0, err
}
if flag == 2 && len(*pool) > 0 {
return uint32(len(*pool) - 1), nil
}
if flag != 0 || uint64(len(*pool)) >= uint64(limit) {
return 0, fmt.Errorf("invalid U3D primitive attribute pool")
}
value, err := r.reconstruct(prediction, scale, sign, component, 4)
if err != nil {
return 0, err
}
index := uint32(len(*pool))
*pool = append(*pool, value)
return index, nil
}
// primitiveContinuation 按位置分段恢复点集及线集,预测状态跨续块保存
// 入参: r 字段读取器, name 资源名, points 是否为点集
// 返回: error 结构、数值、预算或取消错误
func (d *u3dDecoder) primitiveContinuation(r *u3dValues, name string, points bool) error {
decl := d.meshes[name]
if decl == nil || decl.line == nil || decl.points != points || decl.decoded || r.u32() != 0 {
return fmt.Errorf("invalid U3D primitive continuation reference")
}
start, end := r.u32(), r.u32()
mesh := &decl.mesh
if r.err != nil {
return r.err
}
if uint64(start) != uint64(len(mesh.Positions)) || end <= start || end > decl.counts[1] {
return fmt.Errorf("invalid U3D primitive resolution range")
}
reader := &u3dLineReader{values: r}
var charged uint64
if !d.plain {
reader.bits = newU3DBits(r.data[r.pos:])
reader.bits.reserve = func(count, size uint64) error {
if err := d.reserve(count, size); err != nil {
return err
}
charged += count * size
return nil
}
defer func() { d.remaining += charged }()
}
for position := start; position < end; position++ {
if err := d.ctx.Err(); err != nil {
return err
}
split, err := reader.index(max(1, position))
if err != nil {
return err
}
var prediction [4]float64
if position > 0 {
for i, value := range mesh.Positions[split] {
prediction[i] = float64(value)
}
}
value, err := reader.reconstruct(prediction, mesh.InverseQuantization[0], u3dLinePositionSign, u3dLinePositionX, 3)
if err != nil {
return err
}
mesh.Positions = append(mesh.Positions, [3]float32{value[0], value[1], value[2]})
normalStart := uint32(len(mesh.Normals))
normals := reader.value(u3dLineNormalCount, false)
if normals > decl.counts[2]-normalStart {
return fmt.Errorf("invalid U3D primitive normal count")
}
if points && position > 0 && normals > 0 && !decl.line.pointPredicted[split] {
first, last := decl.line.pointOffsets[split], decl.line.pointOffsets[split+1]
prediction, err := d.pointNormalPrediction(mesh, mesh.Points[first:last])
if err != nil {
return err
}
base := int(split)*decl.line.stride + decl.line.offsets[0]
for i, value := range prediction {
decl.line.stats[base+i] = value * float64(last-first)
}
decl.line.pointPredicted[split] = true
}
attributes := decl.line.average(split)
for i := uint32(0); i < normals; i++ {
if i%256 == 0 {
if err := d.ctx.Err(); err != nil {
return err
}
}
value, err := reader.reconstruct(attributes[0], mesh.InverseQuantization[1], u3dLineNormalSign, u3dLineNormalX, 3)
if err != nil {
return err
}
mesh.Normals = append(mesh.Normals, [3]float32{value[0], value[1], value[2]})
}
lines := reader.value(u3dLineCount, false)
if lines > decl.counts[0]-uint32(len(mesh.Lines)+len(mesh.Points)) {
return fmt.Errorf("invalid U3D primitive count")
}
for i := uint32(0); i < lines; i++ {
if i%256 == 0 {
if err := d.ctx.Err(); err != nil {
return err
}
}
line := U3DLine{Shading: reader.value(u3dLineShading, false)}
if uint64(line.Shading) >= uint64(len(mesh.Shadings)) {
return fmt.Errorf("invalid U3D primitive shading index")
}
corners := line.Corners[:1]
corners[0].Position = position
if !points {
first, err := reader.index(position)
if err != nil {
return err
}
line.Corners[0].Position, line.Corners[1].Position = first, position
corners = line.Corners[:]
}
shading := mesh.Shadings[line.Shading]
for j := range corners {
corner := &corners[j]
normal := reader.value(u3dLineNormalIndex, false)
if normal >= normals {
return fmt.Errorf("invalid U3D primitive local normal index")
}
corner.Normal = normalStart + normal
if shading.Attributes&1 != 0 {
corner.Diffuse, err = reader.attribute(&mesh.Diffuse, decl.counts[3], attributes[1], mesh.InverseQuantization[3], u3dLineDiffuseDuplicate, u3dLineDiffuseSign, u3dLineColorR)
if err != nil {
return err
}
}
if shading.Attributes&2 != 0 {
corner.Specular, err = reader.attribute(&mesh.Specular, decl.counts[4], attributes[2], mesh.InverseQuantization[4], u3dLineSpecularDuplicate, u3dLineSpecularSign, u3dLineColorR)
if err != nil {
return err
}
}
for layer := range shading.TextureDimensions {
corner.Texture[layer], err = reader.attribute(&mesh.TextureCoordinates, decl.counts[5], attributes[3+layer], mesh.InverseQuantization[2], u3dLineTextureDuplicate, u3dLineTextureSign, u3dLineTextureU)
if err != nil {
return err
}
}
}
if err := reader.err(); err != nil {
return err
}
if points {
mesh.Points = append(mesh.Points, U3DPoint{Shading: line.Shading, Corners: [1]U3DCorner{corners[0]}})
} else {
mesh.Lines = append(mesh.Lines, line)
}
decl.line.accumulateCorners(mesh, line.Shading, corners)
}
if points {
decl.line.pointOffsets = append(decl.line.pointOffsets, uint32(len(mesh.Points)))
}
if err := reader.err(); err != nil {
return err
}
}
if b := reader.bits; b != nil {
if err := b.finish(); err != nil {
return err
}
r.pos = len(r.data)
}
if err := r.done(); err != nil {
return err
}
if end == decl.counts[1] {
for i, count := range []int{len(mesh.Lines) + len(mesh.Points), len(mesh.Positions), len(mesh.Normals), len(mesh.Diffuse), len(mesh.Specular), len(mesh.TextureCoordinates)} {
if uint64(count) != uint64(decl.counts[i]) {
return fmt.Errorf("U3D primitive set does not match declaration")
}
}
decl.decoded = true
d.remaining += uint64(len(decl.line.stats)) * 8
decl.line.stats = nil
if points {
d.remaining += uint64(cap(decl.line.pointOffsets))*4 + uint64(len(decl.line.pointPredicted))
decl.line.pointOffsets, decl.line.pointPredicted = nil, nil
}
}
return nil
}