orientation groups started
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b630e26cfd
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index.html
18
index.html
@ -43,7 +43,7 @@ let surfaceTest = () =>
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if(absDeltaY > max){ max = absDeltaY; }
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if(absDeltaY > max){ max = absDeltaY; }
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if(absDeltaZ > max){ max = absDeltaZ; }
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if(absDeltaZ > max){ max = absDeltaZ; }
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let lerp = 0.49/max;
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let lerp = 0.45/max;
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if(lerp <= 1)
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if(lerp <= 1)
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{
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{
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@ -58,7 +58,7 @@ let surfaceTest = () =>
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return [ax, ay, az];
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return [ax, ay, az];
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}
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}
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}
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}
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let average = (inArray, inPointInd, inOthersIndArray) =>
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let average = (inArray, inPointInd, inOthersIndArray, inOriginals) =>
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{
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{
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let sum = [0, 0, 0];
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let sum = [0, 0, 0];
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for(let i=0; i<inOthersIndArray.length; i++)
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for(let i=0; i<inOthersIndArray.length; i++)
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@ -74,7 +74,7 @@ let surfaceTest = () =>
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let pointZ = inPointInd*3 + 2;
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let pointZ = inPointInd*3 + 2;
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let reducer = inOthersIndArray.length;
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let reducer = inOthersIndArray.length;
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let limited = limit(inArray[pointX], inArray[pointY], inArray[pointZ], sum[0]/reducer, sum[1]/reducer, sum[2]/reducer);
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let limited = limit(inOriginals[pointX], inOriginals[pointY], inOriginals[pointZ], sum[0]/reducer, sum[1]/reducer, sum[2]/reducer);
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inArray[pointX] = limited[0];
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inArray[pointX] = limited[0];
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inArray[pointY] = limited[1];
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inArray[pointY] = limited[1];
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@ -83,11 +83,12 @@ let surfaceTest = () =>
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let smooth = (inVertsArray, inNeighborsArray, inTimes) =>
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let smooth = (inVertsArray, inNeighborsArray, inTimes) =>
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{
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{
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let count = inVertsArray.length/3;
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let count = inVertsArray.length/3;
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let originals = [...inVertsArray];
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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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average(inVertsArray, i, inNeighborsArray[i]);
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average(inVertsArray, i, inNeighborsArray[i][0], originals);
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}
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}
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}
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}
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return inVertsArray;
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return inVertsArray;
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@ -96,10 +97,12 @@ let surfaceTest = () =>
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let voxels = [];
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let voxels = [];
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voxels[Region.I(0, 0, 0)] = true;
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voxels[Region.I(0, 0, 0)] = true;
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voxels[Region.I(1, 0, 0)] = true;
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voxels[Region.I(1, 0, 0)] = true;
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/*
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voxels[Region.I(2, 0, 0)] = true;
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voxels[Region.I(2, 0, 0)] = true;
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voxels[Region.I(0, 1, 0)] = true;
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voxels[Region.I(0, 1, 0)] = true;
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voxels[Region.I(1, 1, 0)] = true;
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voxels[Region.I(1, 1, 0)] = true;
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voxels[Region.I(0, 2, 0)] = true;
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voxels[Region.I(0, 2, 0)] = true;
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*/
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/*
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/*
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voxels[Region.I(0, 0, 1)] = true;
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voxels[Region.I(0, 0, 1)] = true;
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@ -121,7 +124,10 @@ let surfaceTest = () =>
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voxels[Region.I(2, 0, 3)] = true;
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voxels[Region.I(2, 0, 3)] = true;
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voxels[Region.I(0, 1, 3)] = true;
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voxels[Region.I(0, 1, 3)] = true;
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voxels[Region.I(1, 1, 3)] = true;
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voxels[Region.I(1, 1, 3)] = true;
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voxels[Region.I(2, 1, 3)] = true;
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voxels[Region.I(0, 2, 3)] = true;
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voxels[Region.I(0, 2, 3)] = true;
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voxels[Region.I(1, 2, 3)] = true;
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voxels[Region.I(2, 2, 3)] = true;
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*/
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*/
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@ -137,14 +143,14 @@ let surfaceTest = () =>
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);
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);
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let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 10));
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let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 5));
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let surfaceSmoothGeometry = new THREE.BufferGeometry();
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let surfaceSmoothGeometry = new THREE.BufferGeometry();
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surfaceSmoothGeometry.setAttribute('position', new THREE.BufferAttribute(vertsSmooth, 3) );
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surfaceSmoothGeometry.setAttribute('position', new THREE.BufferAttribute(vertsSmooth, 3) );
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surfaceSmoothGeometry.setIndex(surface.triPointVert);
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surfaceSmoothGeometry.setIndex(surface.triPointVert);
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surfaceSmoothGeometry.computeVertexNormals(true);
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surfaceSmoothGeometry.computeVertexNormals(true);
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let surfaceSmoothObject = new THREE.Mesh(
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let surfaceSmoothObject = new THREE.Mesh(
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surfaceSmoothGeometry,
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surfaceSmoothGeometry,
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new THREE.MeshBasicMaterial({color:0xffffff, wireframe:true, side:THREE.DoubleSide, flatShading:true})
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new THREE.MeshPhongMaterial({color:0xffffff, side:THREE.DoubleSide, flatShading:true})
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);
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);
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38
region.js
38
region.js
@ -36,7 +36,7 @@ export const Region =
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let vert = Region.XYZ(inVoxIndex);
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let vert = Region.XYZ(inVoxIndex);
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vertPointer = vertices.length;
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vertPointer = vertices.length;
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voxPointVert[inVoxIndex] = vertPointer;
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voxPointVert[inVoxIndex] = vertPointer;
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vertPointNeighbors.push([]);
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vertPointNeighbors.push([[], [], [], []]);
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vertices.push(vert);
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vertices.push(vert);
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return [vertPointer, false];
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return [vertPointer, false];
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@ -46,7 +46,7 @@ export const Region =
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return [vertPointer, true];
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return [vertPointer, true];
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}
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}
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}
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}
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function Edge(vert1, vert1WasFull, vert2, vert2WasFull)
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function Edge(vert1, vert1WasFull, vert2, vert2WasFull, inOrientationGroup)
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{
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{
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/*
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/*
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Sets up neighbor relationships between vert1 and vert2.
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Sets up neighbor relationships between vert1 and vert2.
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@ -58,21 +58,27 @@ export const Region =
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let p1Neighbors = vertPointNeighbors[vert1];
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let p1Neighbors = vertPointNeighbors[vert1];
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let p2Neighbors = vertPointNeighbors[vert2];
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let p2Neighbors = vertPointNeighbors[vert2];
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// if the two verts were already filled
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// if the two verts were already filled
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if((vert1WasFull && vert2WasFull))
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if((vert1WasFull && vert2WasFull))
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{
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{
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// it's possible that they are already connected
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// it's possible that they are already connected
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if(p1Neighbors.indexOf(vert2) !== -1)
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if(p1Neighbors[0].indexOf(vert2) !== -1)
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{
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{
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// quit if they are
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// quit if they are
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return;
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return;
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}
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}
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}
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}
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p1Neighbors.push(vert2);
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p1Neighbors[0].push(vert2);
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p2Neighbors.push(vert1);
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p2Neighbors[0].push(vert1);
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p1Neighbors[inOrientationGroup+1].push(vert2);
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p2Neighbors[inOrientationGroup+1].push(vert1);
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}
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}
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function Face(a, b, c, d /* vox indices */)
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function Face(a, b, c, d /* vox indices */, inOrientationGroup)
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{
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{
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let [p1, p1WasFull] = Vert(a);
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let [p1, p1WasFull] = Vert(a);
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let [p2, p2WasFull] = Vert(b);
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let [p2, p2WasFull] = Vert(b);
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@ -81,10 +87,10 @@ export const Region =
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triPointVert.push(p1, p2, p3, p3, p4, p1);
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triPointVert.push(p1, p2, p3, p3, p4, p1);
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Edge(p1, p1WasFull, p2, p2WasFull);
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Edge(p1, p1WasFull, p2, p2WasFull, inOrientationGroup);
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Edge(p2, p2WasFull, p3, p3WasFull);
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Edge(p2, p2WasFull, p3, p3WasFull, inOrientationGroup);
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Edge(p3, p3WasFull, p4, p4WasFull);
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Edge(p3, p3WasFull, p4, p4WasFull, inOrientationGroup);
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Edge(p4, p4WasFull, p1, p1WasFull);
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Edge(p4, p4WasFull, p1, p1WasFull, inOrientationGroup);
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}
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}
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var i;
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var i;
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@ -113,13 +119,13 @@ export const Region =
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CD = Region.I(x, y-1, z );
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CD = Region.I(x, y-1, z );
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CB = Region.I(x, y, z-1);
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CB = Region.I(x, y, z-1);
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if(!inVoxels[BU]){ Face(BU, BC, TC, TU); }
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if(!inVoxels[BU]){ Face(BU, BC, TC, TU, 0); }
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if(!inVoxels[BR]){ Face(BC, BR, TR, TC); }
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if(!inVoxels[BR]){ Face(BC, BR, TR, TC, 1); }
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if(!inVoxels[TA]){ Face(TA, TU, TC, TR); }
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if(!inVoxels[TA]){ Face(TA, TU, TC, TR, 2); }
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if(!inVoxels[CL]){ Face(BA, BU, TU, TA); }
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if(!inVoxels[CL]){ Face(BA, BU, TU, TA, 1); }
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if(!inVoxels[CD]){ Face(BR, BA, TA, TR); }
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if(!inVoxels[CD]){ Face(BR, BA, TA, TR, 0); }
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if(!inVoxels[CB]){ Face(BA, BU, BC, BR); }
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if(!inVoxels[CB]){ Face(BA, BU, BC, BR, 2); }
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}
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}
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}
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}
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