voxel/index.html

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<!doctype html>
<html>
<head>
<style>
html, body
{
margin:0;
}
canvas
{
position:absolute;
top:0;
left:0;
display:block;
width:100%;
height:100%;
}
</style>
</head>
<body>
<canvas></canvas>
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<script type="module">
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import { Scene, THREE } from './scene.js';
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import { Region } from "./region.js";
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let surfaceTest = () =>
{
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let limit = (x, y, z, ax, ay, az) =>
{
let centerX = Math.round(x);
let centerY = Math.round(y);
let centerZ = Math.round(z);
let deltaX = ax-centerX;
let deltaY = ay-centerY;
let deltaZ = az-centerZ;
let absDeltaX = Math.abs(deltaX);
let absDeltaY = Math.abs(deltaY);
let absDeltaZ = Math.abs(deltaZ);
let max = absDeltaX;
if(absDeltaY > max){ max = absDeltaY; }
if(absDeltaZ > max){ max = absDeltaZ; }
let lerp = 0.49/max;
if(lerp <= 1)
{
return [
centerX + deltaX*lerp,
centerY + deltaY*lerp,
centerZ + deltaZ*lerp
];
}
else
{
return [ax, ay, az];
}
}
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let average = (inArray, inPointInd, inOthersIndArray) =>
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{
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let sum = [0, 0, 0];
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for(let i=0; i<inOthersIndArray.length; i++)
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{
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let otherInd = inOthersIndArray[i]*3;
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sum[0] += inArray[otherInd+0];
sum[1] += inArray[otherInd+1];
sum[2] += inArray[otherInd+2];
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}
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let pointX = inPointInd*3 + 0;
let pointY = inPointInd*3 + 1;
let pointZ = inPointInd*3 + 2;
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let reducer = inOthersIndArray.length;
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let limited = limit(inArray[pointX], inArray[pointY], inArray[pointZ], sum[0]/reducer, sum[1]/reducer, sum[2]/reducer);
inArray[pointX] = limited[0];
inArray[pointY] = limited[1];
inArray[pointZ] = limited[2];
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};
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let smooth = (inVertsArray, inNeighborsArray, inTimes) =>
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{
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let count = inVertsArray.length/3;
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for(let t=0; t<inTimes; t++)
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{
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for(let i=0; i<count; i++)
{
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average(inVertsArray, i, inNeighborsArray[i]);
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}
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}
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return inVertsArray;
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}
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let voxels = [];
voxels[Region.I(0, 0, 0)] = true;
voxels[Region.I(1, 0, 0)] = true;
voxels[Region.I(2, 0, 0)] = true;
voxels[Region.I(0, 1, 0)] = true;
voxels[Region.I(1, 1, 0)] = true;
voxels[Region.I(0, 2, 0)] = true;
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/*
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voxels[Region.I(0, 0, 1)] = true;
voxels[Region.I(1, 0, 1)] = true;
voxels[Region.I(2, 0, 1)] = true;
voxels[Region.I(0, 1, 1)] = true;
voxels[Region.I(1, 1, 1)] = true;
voxels[Region.I(0, 2, 1)] = true;
voxels[Region.I(0, 0, 2)] = true;
voxels[Region.I(1, 0, 2)] = true;
voxels[Region.I(2, 0, 2)] = true;
voxels[Region.I(0, 1, 2)] = true;
voxels[Region.I(1, 1, 2)] = true;
voxels[Region.I(0, 2, 2)] = true;
voxels[Region.I(0, 0, 3)] = true;
voxels[Region.I(1, 0, 3)] = true;
voxels[Region.I(2, 0, 3)] = true;
voxels[Region.I(0, 1, 3)] = true;
voxels[Region.I(1, 1, 3)] = true;
voxels[Region.I(0, 2, 3)] = true;
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*/
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/*
let testGeometry = new THREE.BufferGeometry();
let testAttribute = new THREE.BufferAttribute(new Float32Array(0));
testGeometry.setAttribute("position", testAttribute, 3);
console.log(testGeometry);
testAttribute.array = new Float32Array([1, 2, 3]);
testAttribute.needsUpdate = true;
console.log(testGeometry);
*/
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let surfaceCubeGeometry = new THREE.BufferGeometry();
let surfaceCubeObject = new THREE.Mesh(
surfaceCubeGeometry,
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new THREE.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:THREE.DoubleSide})
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);
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let rebuildSurface = inVoxels =>
{
let surface = Region.Surface(inVoxels);
let vertsCube = new Float32Array(surface.vertices.flat());
surfaceCubeGeometry.setAttribute("position", new THREE.BufferAttribute(vertsCube, 3));
surfaceCubeGeometry.setIndex(surface.triPointVert);
surfaceCubeGeometry.computeVertexNormals(true);
};
rebuildSurface(voxels);
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return {
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DOM:"canvas",
Init(inScene)
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{
let light = new THREE.PointLight(0xffffff, 1, 100)
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light.position.set(5, 5, -5);
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inScene.add(light)
inScene.add(surfaceCubeObject);
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//inScene.add(surfaceSmoothObject);
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inScene.add(new THREE.GridHelper(10, 10));
inScene.add(new THREE.AxesHelper( 5 ));
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},
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Update(inScene, inScreen, inDelta)
{
var i, hits, hit, index;
if(inScreen.Drag > 0)
{
hits = inScreen.Ray.intersectObject(surfaceCubeObject);
if(hits.length)
{
hit = hits[0];
for(i=1; i<hits.length; i++)
{
if(hits[i].distance < hit.distance)
{
hit = hits[i];
}
}
index = Region.I(Math.floor(hit.point.x), Math.floor(hit.point.y), Math.floor(hit.point.z));
voxels[index] = true;
rebuildSurface(voxels);
console.log(hit);
}
}
}
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};
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}
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Scene(surfaceTest());
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</script>
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</body>
</html>