direct modification
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c419dca58f
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96
index.html
96
index.html
@ -23,86 +23,90 @@
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<script type="module">
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<script type="module">
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import { Scene, THREE } from './scene.js';
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import { Scene, THREE } from './scene.js';
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let average = (inCenter, inArray, ...inPointsInd) =>
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let average = (inArray, inPointInd, ...inOthersInd) =>
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{
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{
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let output = [0, 0, 0];
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let pointX = inPointInd*3 + 0;
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let pointY = inPointInd*3 + 1;
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let pointZ = inPointInd*3 + 2;
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for(let i=0; i<inPointsInd.length; i++)
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let centerX = Math.round(inArray[pointX]);
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let centerY = Math.round(inArray[pointY]);
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let centerZ = Math.round(inArray[pointZ]);
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for(let i=0; i<inOthersInd.length; i++)
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{
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{
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let pointInd = inPointsInd[i]*3;
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let otherInd = inOthersInd[i]*3;
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output[0] += inArray[pointInd+0];
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inArray[pointX] += inArray[otherInd+0];
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output[1] += inArray[pointInd+1];
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inArray[pointY] += inArray[otherInd+1];
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output[2] += inArray[pointInd+2];
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inArray[pointZ] += inArray[otherInd+2];
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}
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}
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let reducer = inPointsInd.length;
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let reducer = inOthersInd.length+1;
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output[0] /= reducer;
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output[1] /= reducer;
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output[2] /= reducer;
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let limit = (inCenter, inPoint) =>
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let limit = (inCenter, inPoint) =>
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{
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{
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var limit;
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var limit;
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limit = inCenter-0.49;
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limit = inCenter-0.5;
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if(inPoint <= limit)
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if(inPoint < limit){ return limit; }
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{
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return limit;
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limit = inCenter+0.5;
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}
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if(inPoint > limit){ return limit; }
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limit = inCenter + 0.49;
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if(inPoint >= limit)
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{
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return limit;
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}
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return inPoint;
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return inPoint;
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}
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}
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var limited = [];
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inArray[pointX] = limit(centerX, inArray[pointX]/reducer);
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limited[0] = limit(inCenter[0], output[0]);
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inArray[pointY] = limit(centerY, inArray[pointY]/reducer);
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limited[1] = limit(inCenter[1], output[1]);
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inArray[pointZ] = limit(centerZ, inArray[pointZ]/reducer);
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limited[2] = limit(inCenter[2], output[2]);
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//console.log(`<${output[0].toFixed(2)}, ${output[1].toFixed(2)}> limited to <${limited[0].toFixed(2)}, ${limited[1].toFixed(2)}> by <${inCenter[0].toFixed(2)}, ${inCenter[1].toFixed(2)}>`)
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output[0] = limited[0];
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output[1] = limited[1];
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output[2] = limited[2];
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return output;
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};
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};
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let smooth = (inArray, inTimes) =>
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let smooth = (inArray, inTimes) =>
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{
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{
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let output = [...inArray];
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let count = inArray.length/3;
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let count = output.length/3;
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for(let t=0; t<inTimes; t++)
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for(let t=0; t<inTimes; t++)
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{
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{
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for(let i=0; i<count; i++)
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for(let i=0; i<count; i++)
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{
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{
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var av;
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var center = [inArray[i*3 + 0], inArray[i*3 + 1], inArray[i*3 + 2]]
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if(i==0)
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if(i==0)
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{
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{
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av = average(center, output, count-1, i, i+1);
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average(inArray, i, count-1, i+1);
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}
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}
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else
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else
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{
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{
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if(i==count-1)
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if(i==count-1)
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{
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{
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av = average(center, output, i-1, i, 0);
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average(inArray, i, i-1, 0);
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}
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}
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else
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else
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{
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{
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av = average(center, output, i-1, i, i+1);
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average(inArray, i, i-1, i+1);
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}
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}
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}
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}
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output[i*3+0] = av[0];
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output[i*3+1] = av[1];
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output[i*3+2] = av[2];
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}
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}
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}
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}
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return output;
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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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let path = (inPoints, inSmoothing, inColor) =>
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{
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{
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let clone = [...inPoints];
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smooth(clone, inSmoothing);
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const geometry = new THREE.BufferGeometry();
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute( smooth(inPoints, inSmoothing), 3 ));
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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 } );
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const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
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const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
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const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
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const output = new THREE.Group();
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const output = new THREE.Group();
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@ -142,11 +146,7 @@
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Init(inScene)
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Init(inScene)
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{
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{
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inScene.add(path(points, 0, 0xFF0000));
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inScene.add(path(points, 0, 0xFF0000));
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inScene.add(path(points, 1, 0x003300));
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inScene.add(path(points, 50, 0x00ff00));
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inScene.add(path(points, 3, 0x005500));
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inScene.add(path(points, 5, 0x007700));
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inScene.add(path(points, 7, 0x009900));
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inScene.add(path(points, 100, 0x00bb00));
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},
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},
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Update(scene, delta)
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Update(scene, delta)
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{
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{
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