diff --git a/index.html b/index.html index c793b65..b40a603 100644 --- a/index.html +++ b/index.html @@ -25,6 +25,39 @@ import { Region } from "./region.js"; let surfaceTest = () => { + let limit = (x, y, z, ax, ay, az) => + { + let centerX = Math.round(x); + let centerY = Math.round(y); + let centerZ = Math.round(z); + + let deltaX = ax-centerX; + let deltaY = ay-centerY; + let deltaZ = az-centerZ; + + let absDeltaX = Math.abs(deltaX); + let absDeltaY = Math.abs(deltaY); + let absDeltaZ = Math.abs(deltaZ); + + let max = absDeltaX; + if(absDeltaY > max){ max = absDeltaY; } + if(absDeltaZ > max){ max = absDeltaZ; } + + let lerp = 0.49/max; + + if(lerp <= 1) + { + return [ + centerX + deltaX*lerp, + centerY + deltaY*lerp, + centerZ + deltaZ*lerp + ]; + } + else + { + return [ax, ay, az]; + } + } let average = (inArray, inPointInd, inOthersIndArray) => { let sum = [0, 0, 0]; @@ -40,26 +73,12 @@ let surfaceTest = () => let pointY = inPointInd*3 + 1; let pointZ = inPointInd*3 + 2; let reducer = inOthersIndArray.length; - let limit = (inCenter, inPoint) => - { - var size = 0.49999; - var limit; - limit = inCenter - size; - if(inPoint <= limit) - { - return limit; - } - limit = inCenter + size; - if(inPoint >= limit) - { - return limit; - } - return inPoint; - } - 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); + let limited = limit(inArray[pointX], inArray[pointY], inArray[pointZ], sum[0]/reducer, sum[1]/reducer, sum[2]/reducer); + + inArray[pointX] = limited[0]; + inArray[pointY] = limited[1]; + inArray[pointZ] = limited[2]; }; let smooth = (inVertsArray, inNeighborsArray, inTimes) => { @@ -82,6 +101,7 @@ let surfaceTest = () => voxels[Region.I(1, 1, 0)] = true; voxels[Region.I(0, 2, 0)] = true; + /* voxels[Region.I(0, 0, 1)] = true; voxels[Region.I(1, 0, 1)] = true; voxels[Region.I(2, 0, 1)] = true; @@ -102,6 +122,7 @@ let surfaceTest = () => voxels[Region.I(0, 1, 3)] = true; voxels[Region.I(1, 1, 3)] = true; voxels[Region.I(0, 2, 3)] = true; + */ let surface = Region.Surface(voxels); @@ -112,18 +133,18 @@ let surfaceTest = () => surfaceCubeGeometry.computeVertexNormals(true); let surfaceCubeObject = new THREE.Mesh( surfaceCubeGeometry, - new THREE.MeshBasicMaterial({color:0xaa9900, wireframe:true, side:THREE.DoubleSide, shading:THREE.FlatShading}) + new THREE.MeshBasicMaterial({color:0x666666, wireframe:true, side:THREE.DoubleSide}) ); - let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 5)); + let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 10)); 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}) + new THREE.MeshBasicMaterial({color:0xffffff, wireframe:true, side:THREE.DoubleSide, flatShading:true}) ); @@ -133,13 +154,13 @@ let surfaceTest = () => Init(inScene) { let light = new THREE.PointLight(0xffffff, 1, 100) - light.position.set(0, 2, -4); + light.position.set(5, 5, -5); inScene.add(light) inScene.add(surfaceCubeObject); inScene.add(surfaceSmoothObject); - //inScene.add(new THREE.GridHelper(10, 10)); - //inScene.add(new THREE.AxesHelper( 5 )); + inScene.add(new THREE.GridHelper(10, 10)); + inScene.add(new THREE.AxesHelper( 5 )); }, Update(inScene, inDelta){} };