surface smoothing started
This commit is contained in:
parent
f77b50cac9
commit
9dc5b911fa
179
index.html
179
index.html
@ -25,46 +25,12 @@ import { Region } from "./region.js";
|
|||||||
|
|
||||||
let surfaceTest = () =>
|
let surfaceTest = () =>
|
||||||
{
|
{
|
||||||
let voxels = [];
|
let average = (inArray, inPointInd, inOthersIndArray) =>
|
||||||
voxels[Region.I(0, 0, 0)] = true;
|
|
||||||
voxels[Region.I(1, 0, 0)] = true;
|
|
||||||
let surface = Region.Surface(voxels)
|
|
||||||
console.log(surface);
|
|
||||||
|
|
||||||
let surfaceGeometry = new THREE.BufferGeometry();
|
|
||||||
surfaceGeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(surface.vertices.flat()), 3) );
|
|
||||||
surfaceGeometry.setIndex(surface.triPointVert);
|
|
||||||
surfaceGeometry.computeVertexNormals(true);
|
|
||||||
|
|
||||||
let surfaceObject = new THREE.Mesh(
|
|
||||||
surfaceGeometry,
|
|
||||||
new THREE.MeshPhongMaterial({color:0xaa9900, side:THREE.DoubleSide, shading:THREE.FlatShading})
|
|
||||||
);
|
|
||||||
|
|
||||||
return {
|
|
||||||
DOM:"canvas",
|
|
||||||
Init(inScene)
|
|
||||||
{
|
|
||||||
let light = new THREE.PointLight(0xffffff, 1, 100)
|
|
||||||
light.position.set(0, 2, -4);
|
|
||||||
inScene.add(light)
|
|
||||||
inScene.add(surfaceObject);
|
|
||||||
inScene.add(new THREE.GridHelper(10, 10));
|
|
||||||
inScene.add(new THREE.AxesHelper( 5 ));
|
|
||||||
},
|
|
||||||
Update(inScene, inDelta){}
|
|
||||||
};
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
let smoothTest = () =>
|
|
||||||
{
|
|
||||||
let average = (inArray, inPointInd, ...inOthersInd) =>
|
|
||||||
{
|
{
|
||||||
let sum = [0, 0, 0];
|
let sum = [0, 0, 0];
|
||||||
for(let i=0; i<inOthersInd.length; i++)
|
for(let i=0; i<inOthersIndArray.length; i++)
|
||||||
{
|
{
|
||||||
let otherInd = inOthersInd[i]*3;
|
let otherInd = inOthersIndArray[i]*3;
|
||||||
sum[0] += inArray[otherInd+0];
|
sum[0] += inArray[otherInd+0];
|
||||||
sum[1] += inArray[otherInd+1];
|
sum[1] += inArray[otherInd+1];
|
||||||
sum[2] += inArray[otherInd+2];
|
sum[2] += inArray[otherInd+2];
|
||||||
@ -73,16 +39,17 @@ let smoothTest = () =>
|
|||||||
let pointX = inPointInd*3 + 0;
|
let pointX = inPointInd*3 + 0;
|
||||||
let pointY = inPointInd*3 + 1;
|
let pointY = inPointInd*3 + 1;
|
||||||
let pointZ = inPointInd*3 + 2;
|
let pointZ = inPointInd*3 + 2;
|
||||||
let reducer = inOthersInd.length;
|
let reducer = inOthersIndArray.length;
|
||||||
let limit = (inCenter, inPoint) =>
|
let limit = (inCenter, inPoint) =>
|
||||||
{
|
{
|
||||||
|
var size = 0.49999;
|
||||||
var limit;
|
var limit;
|
||||||
limit = inCenter-0.49;
|
limit = inCenter - size;
|
||||||
if(inPoint <= limit)
|
if(inPoint <= limit)
|
||||||
{
|
{
|
||||||
return limit;
|
return limit;
|
||||||
}
|
}
|
||||||
limit = inCenter + 0.49;
|
limit = inCenter + size;
|
||||||
if(inPoint >= limit)
|
if(inPoint >= limit)
|
||||||
{
|
{
|
||||||
return limit;
|
return limit;
|
||||||
@ -94,80 +61,90 @@ let smoothTest = () =>
|
|||||||
inArray[pointY] = limit(Math.round(inArray[pointY]), sum[1]/reducer);
|
inArray[pointY] = limit(Math.round(inArray[pointY]), sum[1]/reducer);
|
||||||
inArray[pointZ] = limit(Math.round(inArray[pointZ]), sum[2]/reducer);
|
inArray[pointZ] = limit(Math.round(inArray[pointZ]), sum[2]/reducer);
|
||||||
};
|
};
|
||||||
let smooth = (inArray, inTimes) =>
|
let smooth = (inVertsArray, inNeighborsArray, inTimes) =>
|
||||||
{
|
{
|
||||||
let count = inArray.length/3;
|
let count = inVertsArray.length/3;
|
||||||
for(let t=0; t<inTimes; t++)
|
for(let t=0; t<inTimes; t++)
|
||||||
{
|
{
|
||||||
for(let i=0; i<count; i++)
|
for(let i=0; i<count; i++)
|
||||||
{
|
{
|
||||||
if(i==0)
|
average(inVertsArray, i, inNeighborsArray[i]);
|
||||||
{
|
|
||||||
average(inArray, i, count-1, i+1);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if(i==count-1)
|
|
||||||
{
|
|
||||||
average(inArray, i, i-1, 0);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
average(inArray, i, i-1, i+1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return inVertsArray;
|
||||||
}
|
}
|
||||||
let path = (inPoints, inSmoothing, inColor) =>
|
|
||||||
{
|
let voxels = [];
|
||||||
let clone = [...inPoints];
|
voxels[Region.I(0, 0, 0)] = true;
|
||||||
smooth(clone, inSmoothing);
|
voxels[Region.I(1, 0, 0)] = true;
|
||||||
const geometry = new THREE.BufferGeometry();
|
voxels[Region.I(2, 0, 0)] = true;
|
||||||
geometry.setAttribute('position', new THREE.Float32BufferAttribute( clone, 3 ));
|
voxels[Region.I(0, 1, 0)] = true;
|
||||||
const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
|
voxels[Region.I(1, 1, 0)] = true;
|
||||||
const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
|
voxels[Region.I(0, 2, 0)] = true;
|
||||||
const output = new THREE.Group();
|
|
||||||
|
voxels[Region.I(0, 0, 1)] = true;
|
||||||
output.add( new THREE.Line( geometry, materialLine ) );
|
voxels[Region.I(1, 0, 1)] = true;
|
||||||
output.add( new THREE.Points( geometry, materialPoint ) );
|
voxels[Region.I(2, 0, 1)] = true;
|
||||||
return output;
|
voxels[Region.I(0, 1, 1)] = true;
|
||||||
}
|
voxels[Region.I(1, 1, 1)] = true;
|
||||||
const points =
|
voxels[Region.I(0, 2, 1)] = true;
|
||||||
[
|
|
||||||
4, 0, 0,
|
voxels[Region.I(0, 0, 2)] = true;
|
||||||
3, 0, 0,
|
voxels[Region.I(1, 0, 2)] = true;
|
||||||
2, 0, 0,
|
voxels[Region.I(2, 0, 2)] = true;
|
||||||
1, 0, 0,
|
voxels[Region.I(0, 1, 2)] = true;
|
||||||
//
|
voxels[Region.I(1, 1, 2)] = true;
|
||||||
0, 0, 0,
|
voxels[Region.I(0, 2, 2)] = true;
|
||||||
0, 1, 0,
|
|
||||||
1, 1, 0,
|
voxels[Region.I(0, 0, 3)] = true;
|
||||||
2, 1, 0,
|
voxels[Region.I(1, 0, 3)] = true;
|
||||||
2, 2, 0,
|
voxels[Region.I(2, 0, 3)] = true;
|
||||||
3, 2, 0,
|
voxels[Region.I(0, 1, 3)] = true;
|
||||||
4, 2, 0,
|
voxels[Region.I(1, 1, 3)] = true;
|
||||||
4, 3, 0,
|
voxels[Region.I(0, 2, 3)] = true;
|
||||||
//
|
|
||||||
5, 3, 0,
|
|
||||||
5, 2, 0,
|
let surface = Region.Surface(voxels);
|
||||||
5, 1, 0,
|
let vertsCube = new Float32Array(surface.vertices.flat());
|
||||||
5, 0, 0,
|
let surfaceCubeGeometry = new THREE.BufferGeometry();
|
||||||
];
|
surfaceCubeGeometry.setAttribute('position', new THREE.BufferAttribute(vertsCube, 3) );
|
||||||
|
surfaceCubeGeometry.setIndex(surface.triPointVert);
|
||||||
|
surfaceCubeGeometry.computeVertexNormals(true);
|
||||||
|
let surfaceCubeObject = new THREE.Mesh(
|
||||||
|
surfaceCubeGeometry,
|
||||||
|
new THREE.MeshBasicMaterial({color:0xaa9900, wireframe:true, side:THREE.DoubleSide, shading:THREE.FlatShading})
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 5));
|
||||||
|
let surfaceSmoothGeometry = new THREE.BufferGeometry();
|
||||||
|
surfaceSmoothGeometry.setAttribute('position', new THREE.BufferAttribute(vertsSmooth, 3) );
|
||||||
|
surfaceSmoothGeometry.setIndex(surface.triPointVert);
|
||||||
|
surfaceSmoothGeometry.computeVertexNormals(true);
|
||||||
|
let surfaceSmoothObject = new THREE.Mesh(
|
||||||
|
surfaceSmoothGeometry,
|
||||||
|
new THREE.MeshPhongMaterial({color:0xffffff, side:THREE.DoubleSide, shading:THREE.FlatShading})
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return {
|
return {
|
||||||
DOM:"canvas",
|
DOM:"canvas",
|
||||||
Init(inScene)
|
Init(inScene)
|
||||||
{
|
{
|
||||||
inScene.add(path(points, 0, 0xFF0000));
|
let light = new THREE.PointLight(0xffffff, 1, 100)
|
||||||
inScene.add(path(points, 10, 0x00ff00));
|
light.position.set(0, 2, -4);
|
||||||
},
|
inScene.add(light)
|
||||||
Update(scene, delta)
|
inScene.add(surfaceCubeObject);
|
||||||
{
|
inScene.add(surfaceSmoothObject);
|
||||||
|
|
||||||
}
|
//inScene.add(new THREE.GridHelper(10, 10));
|
||||||
}
|
//inScene.add(new THREE.AxesHelper( 5 ));
|
||||||
};
|
},
|
||||||
|
Update(inScene, inDelta){}
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
Scene(surfaceTest());
|
Scene(surfaceTest());
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user