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JavaScript

import {World} from "./world.js";
import {Debug} from "./debug.js";
import {logger} from "./log.js"
class Data
{
constructor(cfg)
{
this.cfg = cfg;
}
async readSceneList()
{
const req = new Request("/get_all_scene_desc");
let init = {
method: 'GET',
//body: JSON.stringify({"points": data})
};
// we defined the xhr
return fetch(req, init)
.then(response=>{
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}else{
return response.json();
}
})
.then(ret=>
{
console.log(ret);
this.sceneDescList = ret;
return ret;
})
.catch(reject=>{
console.log("error read scene list!");
});
}
async init(){
await this.readSceneList();
}
// multiple world support
// place world by a offset so they don't overlap
dbg = new Debug();
worldGap=1000.0;
worldList=[];
MaxWorldNumber=80;
createWorldIndex = 0; // this index shall not repeat, so it increases permanently
async getWorld(sceneName, frame, on_preload_finished){
// find in list
if (!this.meta[sceneName]){
await this.readSceneMetaData(sceneName)
}
if (!this.meta[sceneName])
{
logger.log("load scene failed", sceneName);
return null;
}
let world = this.worldList.find((w)=>{
return w.frameInfo.scene == sceneName && w.frameInfo.frame == frame;
})
if (world) // found!
return world;
world = this._createWorld(sceneName, frame, on_preload_finished);
return world;
};
_createWorld(sceneName, frame, on_preload_finished){
let [x,y,z] = this.allocateOffset();
console.log("create world",x,y,z);
let world = new World(this, sceneName, frame, [this.worldGap*x, this.worldGap*y, this.worldGap*z], on_preload_finished);
world.offsetIndex = [x,y,z];
this.createWorldIndex++;
this.worldList.push(world);
return world;
};
findWorld(sceneName, frameIndex){
let world = this.worldList.find((w)=>{
return w.frameInfo.scene == sceneName && w.frameInfo.frame_index == frameIndex;
})
if (world) // found!
return world;
else
return null;
};
offsetList = [[0,0,0]];
lastSeedOffset = [0,0,0];
offsetsAliveCount = 0;
allocateOffset()
{
// we need to make sure the first frame loaded in a scene
// got to locate in [0,0,0]
if (this.offsetsAliveCount == 0)
{
//reset offsets.
this.offsetList = [[0,0,0]];
this.lastSeedOffset = [0,0,0];
}
if (this.offsetList.length == 0)
{
let [x,y,z] = this.lastSeedOffset;
if (x == y)
{
x = x+1;
y = 0;
}
else
{
y = y+1;
}
this.lastSeedOffset = [x, y, 0];
this.offsetList.push([x,y,0]);
if (x != 0) this.offsetList.push([-x,y,0]);
if (y != 0) this.offsetList.push([x,-y,0]);
if (x * y != 0) this.offsetList.push([-x,-y,0]);
if (x != y) {
this.offsetList.push([y,x,0]);
if (y != 0) this.offsetList.push([-y,x,0]);
if (x != 0) this.offsetList.push([y,-x,0]);
if (x * y != 0) this.offsetList.push([-y,-x,0]);
}
}
let ret = this.offsetList.pop();
this.offsetsAliveCount++;
return ret;
};
returnOffset(offset)
{
this.offsetList.push(offset);
this.offsetsAliveCount--;
};
deleteDistantWorlds(world){
let currentWorldIndex = world.frameInfo.frame_index;
let disposable = (w)=>{
let distant = Math.abs(w.frameInfo.frame_index - currentWorldIndex)>this.MaxWorldNumber;
let active = w.everythingDone;
if (w.annotation.modified)
{
console.log("deleting world not saved. stop.");
}
return distant && !active && !w.annotation.modified;
}
let distantWorldList = this.worldList.filter(w=>disposable(w));
distantWorldList.forEach(w=>{
this.returnOffset(w.offsetIndex);
w.deleteAll();
});
this.worldList = this.worldList.filter(w=>!disposable(w));
};
deleteOtherWorldsExcept=function(keepScene){
// release resources if scene changed
this.worldList.forEach(w=>{
if (w.frameInfo.scene != keepScene){
this.returnOffset(w.offsetIndex);
w.deleteAll();
this.removeRefEgoPoseOfScene(w.frameInfo.scene);
}
})
this.worldList = this.worldList.filter(w=>w.frameInfo.scene==keepScene);
};
refEgoPose={};
getRefEgoPose(sceneName, currentPose)
{
if (this.refEgoPose[sceneName]){
return this.refEgoPose[sceneName];
}
else{
this.refEgoPose[sceneName] = currentPose;
return currentPose;
}
}
removeRefEgoPoseOfScene(sceneName)
{
if (this.refEgoPose[sceneName])
delete this.refEgoPose[sceneName];
}
forcePreloadScene(sceneName, currentWorld){
//this.deleteOtherWorldsExcept(sceneName);
let meta = currentWorld.sceneMeta;
let currentWorldIndex = currentWorld.frameInfo.frame_index;
let startIndex = Math.max(0, currentWorldIndex - this.MaxWorldNumber/2);
let endIndex = Math.min(meta.frames.length, startIndex + this.MaxWorldNumber);
this._doPreload(sceneName, startIndex, endIndex);
logger.log(`${endIndex - startIndex} frames created`);
}
preloadScene(sceneName, currentWorld){
// clean other scenes.
this.deleteOtherWorldsExcept(sceneName);
this.deleteDistantWorlds(currentWorld);
if (!this.cfg.enablePreload)
return;
this.forcePreloadScene(sceneName, currentWorld);
};
_doPreload(sceneName, startIndex, endIndex)
{
let meta = this.getMetaBySceneName(sceneName);
let numLoaded = 0;
let _need_create = (frame)=>{
let world = this.worldList.find((w)=>{
return w.frameInfo.scene == sceneName && w.frameInfo.frame == frame;
})
return !world;
}
let _do_create = (frame)=>{
this._createWorld(sceneName, frame);
numLoaded++;
};
let pendingFrames = meta.frames.slice(startIndex, endIndex).filter(_need_create);
logger.log(`preload ${meta.scene} ${pendingFrames}`);
// if (numLoaded > 0){
// meta.frames.slice(endIndex, Math.min(endIndex+5, meta.frames.length)).forEach(_do_create);
// meta.frames.slice(Math.max(0, startIndex-5), startIndex).forEach(_do_create);
// }
pendingFrames.forEach(_do_create);
}
reloadAllAnnotation=function(done){
this.worldList.forEach(w=>w.reloadAnnotation(done));
};
onAnnotationUpdatedByOthers(scene, frames){
frames.forEach(f=>{
let world = this.worldList.find(w=>(w.frameInfo.scene==scene && w.frameInfo.frame==f));
if (world)
world.annotation.reloadAnnotation();
})
};
webglScene = null;
set_webglScene=function(scene, mainScene){
this.webglScene = scene;
this.webglMainScene = mainScene;
};
scale_point_size(v){
this.cfg.point_size *= v;
// if (this.world){
// this.world.lidar.set_point_size(this.cfg.point_size);
// }
this.worldList.forEach(w=>{
w.lidar.set_point_size(this.cfg.point_size);
});
};
scale_point_brightness(v){
this.cfg.point_brightness *= v;
// if (this.world){
// this.world.lidar.recolor_all_points();
// }
this.worldList.forEach(w=>{
w.lidar.recolor_all_points();
})
};
set_box_opacity(opacity){
this.cfg.box_opacity = opacity;
this.worldList.forEach(w=>{
w.annotation.set_box_opacity(this.cfg.box_opacity);
});
};
toggle_background(){
this.cfg.show_background = !this.cfg.show_background;
if (this.cfg.show_background){
this.world.lidar.cancel_highlight();
}
else{
this.world.lidar.hide_background();
}
};
set_obj_color_scheme(scheme){
pointsGlobalConfig.color_obj = scheme;
// if (pointsGlobalConfig.color_obj != "no"){
// this.world.lidar.color_points();
// } else {
// this.world.lidar.set_points_color({
// x: this.cfg.point_brightness,
// y: this.cfg.point_brightness,
// z: this.cfg.point_brightness,
// });
// }
// this.world.lidar.update_points_color();
// this.world.annotation.color_boxes();
// toto: move to world
this.worldList.forEach(w=>{
if (pointsGlobalConfig.color_obj == "no")
{
w.lidar.color_points();
}
else
{
w.lidar.color_objects();
}
w.lidar.update_points_color();
w.annotation.color_boxes();
})
};
// active_camera_name = "";
// // return null means not changed.
// set_active_image(name){
// if (name === this.active_camera_name){
// return null;
// }
// this.active_camera_name = name;
// if (this.world){
// this.world.cameras.activate(name);
// }
// this.worldList.forEach(w=>w.cameras.activate(name));
// return name;
// };
world=null;
// this.future_world_buffer = [];
// this.put_world_into_buffer= function(world){
// this.future_world_buffer.push(world);
// };
// this.reset_world_buffer= function(){
// this.future_world_buffer=[];
// };
// this.activateMultiWorld=function(world, on_finished){
// world.activate(this.webglScene,
// null, //don't destroy old world
// on_finished);
// this.worldList.push(world);
// };
activate_world= function(world, on_finished, dontDestroyOldWorld){
if (dontDestroyOldWorld){
world.activate(this.webglScene, null, on_finished);
}
else{
var old_world = this.world; // current world, should we get current world later?
this.world = world; // swich when everything is ready. otherwise data.world is half-baked, causing mysterious problems.
world.activate(this.webglMainScene,
function(){
if (old_world)
old_world.unload();
},
on_finished);
}
};
meta = {}; //meta data
getMetaBySceneName = (sceneName)=>{
return this.meta[sceneName];
};
get_current_world_scene_meta(){
return this.getMetaBySceneName(this.world.frameInfo.scene);
};
readSceneMetaData(sceneName)
{
let self =this;
return new Promise(function(resolve, reject){
let xhr = new XMLHttpRequest();
xhr.onreadystatechange = function () {
if (this.readyState != 4)
return;
if (this.status == 200) {
let sceneMeta = JSON.parse(this.responseText);
self.meta[sceneName] = sceneMeta;
resolve(sceneMeta);
}
};
xhr.open('GET', `/scenemeta?scene=${sceneName}`, true);
xhr.send();
});
}
};
export {Data};