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 = () =>
{
let voxels = [];
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voxels[Region.I(0, 0, 0)] = true;
voxels[Region.I(1, 0, 0)] = true;
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let surface = Region.Surface(voxels)
console.log(surface);
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let surfaceGeometry = new THREE.BufferGeometry();
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surfaceGeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(surface.vertices.flat()), 3) );
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surfaceGeometry.setIndex(surface.triPointVert);
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surfaceGeometry.computeVertexNormals(true);
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let surfaceObject = new THREE.Mesh(
surfaceGeometry,
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new THREE.MeshPhongMaterial({color:0xaa9900, side:THREE.DoubleSide, shading:THREE.FlatShading})
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);
return {
DOM:"canvas",
Init(inScene)
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{
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let light = new THREE.PointLight(0xffffff, 1, 100)
light.position.set(0, 2, -4);
inScene.add(light)
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inScene.add(surfaceObject);
inScene.add(new THREE.GridHelper(10, 10));
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inScene.add(new THREE.AxesHelper( 5 ));
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},
Update(inScene, inDelta){}
};
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}
let smoothTest = () =>
{
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let average = (inArray, inPointInd, ...inOthersInd) =>
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{
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let sum = [0, 0, 0];
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for(let i=0; i<inOthersInd.length; i++)
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{
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let otherInd = inOthersInd[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;
let reducer = inOthersInd.length;
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let limit = (inCenter, inPoint) =>
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{
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var limit;
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limit = inCenter-0.49;
if(inPoint <= limit)
{
return limit;
}
limit = inCenter + 0.49;
if(inPoint >= limit)
{
return limit;
}
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return inPoint;
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}
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inArray[pointX] = limit(Math.round(inArray[pointX]), sum[0]/reducer);
inArray[pointY] = limit(Math.round(inArray[pointY]), sum[1]/reducer);
inArray[pointZ] = limit(Math.round(inArray[pointZ]), sum[2]/reducer);
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};
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let smooth = (inArray, inTimes) =>
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{
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let count = inArray.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++)
{
if(i==0)
{
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average(inArray, i, count-1, i+1);
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}
else
{
if(i==count-1)
{
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average(inArray, i, i-1, 0);
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}
else
{
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average(inArray, i, i-1, i+1);
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}
}
}
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}
}
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let path = (inPoints, inSmoothing, inColor) =>
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{
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let clone = [...inPoints];
smooth(clone, inSmoothing);
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute( clone, 3 ));
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const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
const output = new THREE.Group();
output.add( new THREE.Line( geometry, materialLine ) );
output.add( new THREE.Points( geometry, materialPoint ) );
return output;
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}
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const points =
[
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4, 0, 0,
3, 0, 0,
2, 0, 0,
1, 0, 0,
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//
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0, 0, 0,
0, 1, 0,
1, 1, 0,
2, 1, 0,
2, 2, 0,
3, 2, 0,
4, 2, 0,
4, 3, 0,
//
5, 3, 0,
5, 2, 0,
5, 1, 0,
5, 0, 0,
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];
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return {
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DOM:"canvas",
Init(inScene)
{
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inScene.add(path(points, 0, 0xFF0000));
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inScene.add(path(points, 10, 0x00ff00));
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},
Update(scene, delta)
{
}
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}
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};
Scene(surfaceTest());
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</script>
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</body>
</html>