smoothing works

This commit is contained in:
TreetopFlyer 2021-07-07 07:26:21 -04:00
parent dc2f826688
commit 9e5ea8098c

View File

@ -23,40 +23,61 @@
<script type="module">
import { Scene, THREE } from './scene.js';
let average = (inPoints, inCenter) =>
let average = (inArray, inCenterInd, ...inPointsInd) =>
{
let output = [0, 0, 0];
let centerInd = inCenterInd*3;
for(let i=0; i<inPoints.length; i+=3)
for(let i=0; i<inPointsInd.length; i++)
{
output[0] += inPoints[i+0];
output[1] += inPoints[i+1];
output[2] += inPoints[i+2];
let pointInd = inPointsInd[i]*3;
output[0] += inArray[pointInd+0];
output[1] += inArray[pointInd+1];
output[2] += inArray[pointInd+2];
}
let scalar = inPoints.length/3;
let scalar = inPointsInd.length;
output[0] /= scalar;
output[1] /= scalar;
output[2] /= scalar;
let limit = (inShifted) =>
let limit = (inPoint, inCenter) =>
{
if(inShifted < -0.5)
let limit = inCenter-0.5;
if(inPoint < limit)
{
return -0.5;
return limit;
}
if(inShifted > 0.5)
limit = inCenter+0.5;
if(inPoint > limit)
{
return 0.5;
return limit;
}
return inShifted;
return inPoint;
}
output[0] = limit(output[0] - inCenter[0]);
output[1] = limit(output[1] - inCenter[1]);
output[2] = limit(output[2] - inCenter[2]);
output[0] = limit(output[0], inArray[centerInd+0]);
output[1] = limit(output[1], inArray[centerInd+1]);
output[2] = limit(output[2], inArray[centerInd+2]);
return output;
};
let smooth = (inArray) =>
{
let output = [inArray[0], inArray[1], inArray[2] ];
for(let i=1; i < (inArray.length/3)-1; i++)
{
output.push( ...average(inArray, i, i-1, i, i+1) );
}
output.push(inArray[inArray.length-3], inArray[inArray.length-2], inArray[inArray.length-1]);
return output;
}
let path = (inPoints, inColor) =>
{
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute( inPoints, 3 ));
const material = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
return new THREE.Line( geometry, material );
}
const points =
[
@ -69,17 +90,24 @@
4, 0, 0,
4, 1, 0
];
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute( points, 3 ));
const material = new THREE.LineBasicMaterial( { color: 0x0000ff, linewidth: 3 } );
const line = new THREE.Line( geometry, material );
console.log( smooth(points) );
let path0 = path(points, 0xFF0000);
let path1 = path(smooth(points), 0x009900);
let path2 = path(smooth(smooth(points)), 0x00AA00);
let path3 = path(smooth(smooth(smooth(points))), 0x00FF00);
Scene(
{
DOM:"canvas",
Init(inScene)
{
inScene.add( line );
inScene.add( path0 );
inScene.add( path1 );
inScene.add( path2 );
inScene.add( path3 );
},
Update(scene, delta)
{