rebuild everything works
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594c6ac8dc
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23
app.js
23
app.js
@ -7,26 +7,34 @@ import Region from "./region.js";
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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, 1, 0)] = true;
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voxels[Region.I(1, 2, 0)] = true;
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let surfaceCubeGeometry = new T.BufferGeometry();
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let surfaceCubeGeometry = new T.BufferGeometry();
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surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(new Float32Array(), 3));
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let surfaceCubeObject = new T.Mesh(
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let surfaceCubeObject = new T.Mesh(
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surfaceCubeGeometry,
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surfaceCubeGeometry,
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new T.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:T.DoubleSide})
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new T.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:false, side:T.BackSide})
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);
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);
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let surfaceCubeNormalHelper;
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let surfaceCubeNormalHelper;
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let rebuildSurface = inVoxels =>
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let rebuildSurface = inVoxels =>
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{
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{
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let { pos, ind } = Region.Surface(inVoxels);
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let { pos, ind } = Region.Surface(inVoxels);
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surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(pos, 3));
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let surfaceCubePositions = new T.BufferAttribute(pos, 3);
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surfaceCubeGeometry.setIndex(ind);
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surfaceCubePositions.setUsage( T.DynamicDrawUsage );
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surfaceCubeGeometry.dispose();
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surfaceCubeGeometry = new T.BufferGeometry();
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surfaceCubeGeometry.setAttribute("position", surfaceCubePositions);
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surfaceCubeGeometry.setIndex(ind);
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surfaceCubeGeometry.computeVertexNormals();
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surfaceCubeGeometry.computeVertexNormals();
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if(surfaceCubeNormalHelper) surfaceCubeNormalHelper.update();
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surfaceCubeObject.geometry = surfaceCubeGeometry;
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};
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};
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rebuildSurface(voxels);
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rebuildSurface(voxels);
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@ -50,7 +58,7 @@ Scene({
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inScene.add(surfaceCubeObject);
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inScene.add(surfaceCubeObject);
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inScene.add(new T.GridHelper(10, 10));
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//inScene.add(new T.GridHelper(10, 10));
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inScene.add(new T.AxesHelper( 5 ));
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inScene.add(new T.AxesHelper( 5 ));
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inScene.add( hitHelper );
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inScene.add( hitHelper );
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@ -76,6 +84,9 @@ Scene({
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index = Region.I(Math.floor(hit.point.x), Math.floor(hit.point.y), Math.floor(hit.point.z));
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index = Region.I(Math.floor(hit.point.x), Math.floor(hit.point.y), Math.floor(hit.point.z));
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voxels[index] = true;
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voxels[index] = true;
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rebuildSurface(voxels);
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rebuildSurface(voxels);
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inScene.remove(surfaceCubeNormalHelper);
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surfaceCubeNormalHelper = new VertexNormalsHelper( surfaceCubeObject, -0.2 );
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inScene.add(surfaceCubeNormalHelper);
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hitHelper.position.set(hit.point.x, hit.point.y, hit.point.z);
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hitHelper.position.set(hit.point.x, hit.point.y, hit.point.z);
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console.log(index, hit);
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console.log(index, hit);
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}
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}
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