voxel/region.js

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//@ ts-check
const Region =
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{
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/** @type {Region.CoordsToIndex} */
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I(inX, inY, inZ)
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{
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return inX + inY*16 + inZ*256;
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},
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/** @type {Region.IndexToCoords} */
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XYZ(inI)
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{
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let zWhole = Math.floor(inI / 256);
let zPart = inI % 256;
let yWhole = Math.floor(zPart / 16);
let yPart = zPart % 16;
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return [yPart, yWhole, zWhole];
},
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/** @type {Region.BufferBuilder} */
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Surface(inVoxels)
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{
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var vertices = []; // array of surface vertices
var triPointVert = []; // triangle array, contains integer pointers to vertices
var vertPointNeighbors = []; // vertex array, contains arrays of integer pointers to vertices
function Vert(inVoxIndex)
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{
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/*
If not preexisting, create a vertex with the coordinates of the voxel at `voxPointVert[inVoxIndex]`.
Add the new vertex to `vertices`.
Initialize empty neighbor connections.
Put the *index* of new vertex back in the voxel array at `inVoxIndex`
Return the vertex *index*, plus a flag if a vertex was already there.
Impure refs: voxPointVert, vertPointNeighbors, vertices
*/
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var voxPointVert = []; // vox array, contains integer pointers to vertices
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var vertPointer = voxPointVert[inVoxIndex]
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if(vertPointer === undefined)
{
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let vert = Region.XYZ(inVoxIndex);
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vertPointer = vertices.length;
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voxPointVert[inVoxIndex] = vertPointer;
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vertPointNeighbors.push([]);
vertices.push(vert);
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return [vertPointer, false];
}
else
{
return [vertPointer, true];
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}
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}
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function Edge(vert1, vert1WasFull, vert2, vert2WasFull)
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{
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/*
Sets up neighbor relationships between vert1 and vert2.
Contains a check for if they have already been connected.
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Impure refs: vertPointNeighbors
*/
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let p1Neighbors = vertPointNeighbors[vert1];
let p2Neighbors = vertPointNeighbors[vert2];
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// if the two verts were already filled
if((vert1WasFull && vert2WasFull))
{
// it's possible that they are already connected
if(p1Neighbors.indexOf(vert2) !== -1)
{
// quit if they are
return;
}
}
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p1Neighbors.push(vert2);
p2Neighbors.push(vert1);
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}
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function Face(a, b, c, d /* vox indices */)
{
let [p1, p1WasFull] = Vert(a);
let [p2, p2WasFull] = Vert(b);
let [p3, p3WasFull] = Vert(c);
let [p4, p4WasFull] = Vert(d);
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triPointVert.push(p1, p2, p3, p3, p4, p1);
Edge(p1, p1WasFull, p2, p2WasFull);
Edge(p2, p2WasFull, p3, p3WasFull);
Edge(p3, p3WasFull, p4, p4WasFull);
Edge(p4, p4WasFull, p1, p1WasFull);
}
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var i;
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var x, y, z;
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var BA, BU, BC, BR, TA, TU, TC, TR, CL, CD, CB;
for(i=0; i<inVoxels.length; i++)
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{
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if(inVoxels[i])
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{
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[x, y, z] = Region.XYZ(i);
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// bottom: at, "up", corner, right
BA = i;
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BU = Region.I(x, y+1, z );
BC = Region.I(x+1, y+1, z );
BR = Region.I(x+1, y, z );
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// top: at, "up" corner, right
TA = Region.I(x, y, z+1);
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TU = Region.I(x, y+1, z+1);
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TC = Region.I(x+1, y+1, z+1);
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TR = Region.I(x+1, y, z+1);
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// check: left, "down", below
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CL = Region.I(x-1, y, z );
CD = Region.I(x, y-1, z );
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CB = Region.I(x, y, z-1);
if(!inVoxels[BU]){ Face(BU, BC, TC, TU); }
if(!inVoxels[BR]){ Face(BC, BR, TR, TC); }
if(!inVoxels[TA]){ Face(TA, TU, TC, TR); }
if(!inVoxels[CL]){ Face(BA, BU, TU, TA); }
if(!inVoxels[CD]){ Face(BR, BA, TA, TR); }
if(!inVoxels[CB]){ Face(BA, BU, BC, BR); }
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}
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}
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return {
pos: new Float32Array(vertices.flat()),
ind: triPointVert
};
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}
};
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export default Region;