surface rendering
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							@ -20,18 +20,42 @@
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    <body>
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        <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 voxels = [];
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voxels[Region.I(2, 2, 2)] = true;
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voxels[Region.I(3, 2, 2)] = true;
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console.log(Region.Surface(voxels));
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let surfaceTest = () =>
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{
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    let voxels = [];
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    voxels[Region.I(2, 2, 2)] = true;
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    voxels[Region.I(2, 3, 2)] = true;
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    voxels[Region.I(3, 2, 2)] = true;
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    let surface = Region.Surface(voxels)
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    console.log(surface);
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</script>
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<!--
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<script type="module">
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    import { Scene, THREE } from './scene.js';
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    let surfaceGeometry = new THREE.BufferGeometry();
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    surfaceGeometry.setAttribute('position', new THREE.BufferAttribute(surface.vert, 3) );
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    surfaceGeometry.setIndex(surface.triPointVert);
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    surfaceGeometry.computeVertexNormals();
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    let surfaceObject = new THREE.Mesh(
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        surfaceGeometry,
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        new THREE.MeshBasicMaterial({color:0xaa9900, wireframe:true})
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    );
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    return {
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        DOM:"canvas",
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        Init(inScene)
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        {
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            inScene.add(surfaceObject);
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            inScene.add(new THREE.GridHelper(10, 10));
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        },
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        Update(inScene, inDelta){}
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    };
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}
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let smoothTest = () =>
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{
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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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@ -92,19 +116,6 @@ console.log(Region.Surface(voxels));
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            }
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        }
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    }
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    /*
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    let testPoints =
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    [
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         0,  0,  0,
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         0,  1,  0,
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         1,  1,  0
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    ];
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    console.log(testPoints);
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    average(testPoints, 1, 0, 2);
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    console.log(testPoints);
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    */
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    let path = (inPoints, inSmoothing, inColor) =>
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    {
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        let clone = [...inPoints];
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@ -119,33 +130,29 @@ console.log(Region.Surface(voxels));
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        output.add( new THREE.Points( geometry, materialPoint ) );
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        return output;
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    }
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    const points =
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    [
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         4,  0,  0,
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         3,  0,  0,
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         2,  0,  0,
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         1,  0,  0,
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            4,  0,  0,
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            3,  0,  0,
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            2,  0,  0,
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            1,  0,  0,
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        //
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         0,  0,  0,
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         0,  1,  0,
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         1,  1,  0,
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         2,  1,  0,
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         2,  2,  0,
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         3,  2,  0,
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         4,  2,  0,
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         4,  3,  0,
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         //
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         5,  3,  0,
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         5,  2,  0,
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         5,  1,  0,
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         5,  0,  0,
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            0,  0,  0,
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            0,  1,  0,
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            1,  1,  0,
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            2,  1,  0,
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            2,  2,  0,
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            3,  2,  0,
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            4,  2,  0,
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            4,  3,  0,
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            //
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            5,  3,  0,
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            5,  2,  0,
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            5,  1,  0,
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            5,  0,  0,
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    ];
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    /*
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    Scene(
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    {
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    return {
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        DOM:"canvas",
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        Init(inScene)
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        {
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@ -157,8 +164,9 @@ console.log(Region.Surface(voxels));
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        }
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    }
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    );
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    */
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};
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Scene(surfaceTest());
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</script>
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@ -131,6 +131,6 @@ export const Region =
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            }
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        }
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        return {vertices, voxPointVert, triPointVert, vertPointNeighbors};
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        return {vert:new Float32Array(vertices.flat()), voxPointVert, triPointVert, vertPointNeighbors};
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    }
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};
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										5
									
								
								scene.js
									
									
									
									
									
								
							
							
						
						
									
										5
									
								
								scene.js
									
									
									
									
									
								
							@ -6,7 +6,7 @@ export function Scene(inSettings)
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{
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    const renderer = new T.WebGLRenderer({canvas:document.querySelector(inSettings.DOM)});
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    const scene = new T.Scene();
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    const camera = new T.PerspectiveCamera(80, 2, 0.1, 10);
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    const camera = new T.PerspectiveCamera(80, 2, 0.1, 100);
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    const light = new T.DirectionalLight(0xFFFFFF, 1);
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    const controls = new OrbitControls(camera, renderer.domElement);
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    let dirty = false;
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@ -45,7 +45,8 @@ export function Scene(inSettings)
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    scene.add(light);
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    //scene.add(new T.GridHelper(10, 10));
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    light.position.set(-1, 2, 4);
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    camera.position.set(0, 0, 2);
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    camera.position.set(0, 5, -5);
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    camera.lookAt(new T.Vector3(0,0,0));
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    controls.update();
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    inSettings.Init(scene);
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