smoothing limiter exact clip

This commit is contained in:
TreetopFlyer 2021-07-12 10:40:31 -04:00
parent 9dc5b911fa
commit b630e26cfd

View File

@ -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){}
};