constraints working

This commit is contained in:
TreetopFlyer 2021-07-07 12:09:52 -04:00
parent 9e5ea8098c
commit c419dca58f
2 changed files with 82 additions and 43 deletions

View File

@ -23,10 +23,9 @@
<script type="module">
import { Scene, THREE } from './scene.js';
let average = (inArray, inCenterInd, ...inPointsInd) =>
let average = (inCenter, inArray, ...inPointsInd) =>
{
let output = [0, 0, 0];
let centerInd = inCenterInd*3;
for(let i=0; i<inPointsInd.length; i++)
{
@ -36,67 +35,105 @@
output[2] += inArray[pointInd+2];
}
let scalar = inPointsInd.length;
output[0] /= scalar;
output[1] /= scalar;
output[2] /= scalar;
let reducer = inPointsInd.length;
output[0] /= reducer;
output[1] /= reducer;
output[2] /= reducer;
let limit = (inPoint, inCenter) =>
let limit = (inCenter, inPoint) =>
{
let limit = inCenter-0.5;
if(inPoint < limit)
{
return limit;
}
var limit;
limit = inCenter-0.5;
if(inPoint < limit){ return limit; }
limit = inCenter+0.5;
if(inPoint > limit)
{
return limit;
}
if(inPoint > limit){ return limit; }
return inPoint;
}
output[0] = limit(output[0], inArray[centerInd+0]);
output[1] = limit(output[1], inArray[centerInd+1]);
output[2] = limit(output[2], inArray[centerInd+2]);
var limited = [];
limited[0] = limit(inCenter[0], output[0]);
limited[1] = limit(inCenter[1], output[1]);
limited[2] = limit(inCenter[2], output[2]);
//console.log(`<${output[0].toFixed(2)}, ${output[1].toFixed(2)}> limited to <${limited[0].toFixed(2)}, ${limited[1].toFixed(2)}> by <${inCenter[0].toFixed(2)}, ${inCenter[1].toFixed(2)}>`)
output[0] = limited[0];
output[1] = limited[1];
output[2] = limited[2];
return output;
};
let smooth = (inArray) =>
let smooth = (inArray, inTimes) =>
{
let output = [inArray[0], inArray[1], inArray[2] ];
for(let i=1; i < (inArray.length/3)-1; i++)
let output = [...inArray];
let count = output.length/3;
for(let t=0; t<inTimes; t++)
{
output.push( ...average(inArray, i, i-1, i, i+1) );
for(let i=0; i<count; i++)
{
var av;
var center = [inArray[i*3 + 0], inArray[i*3 + 1], inArray[i*3 + 2]]
if(i==0)
{
av = average(center, output, count-1, i, i+1);
}
else
{
if(i==count-1)
{
av = average(center, output, i-1, i, 0);
}
else
{
av = average(center, output, i-1, i, i+1);
}
}
output[i*3+0] = av[0];
output[i*3+1] = av[1];
output[i*3+2] = av[2];
}
}
output.push(inArray[inArray.length-3], inArray[inArray.length-2], inArray[inArray.length-1]);
return output;
}
let path = (inPoints, inColor) =>
let path = (inPoints, inSmoothing, 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 );
geometry.setAttribute('position', new THREE.Float32BufferAttribute( smooth(inPoints, inSmoothing), 3 ));
const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
const output = new THREE.Group();
output.add( new THREE.Line( geometry, materialLine ) );
output.add( new THREE.Points( geometry, materialPoint ) );
return output;
}
const points =
[
4, 0, 0,
3, 0, 0,
2, 0, 0,
1, 0, 0,
//
0, 0, 0,
0, 1, 0,
1, 1, 0,
2, 1, 0,
2, 0, 0,
3, 0, 0,
4, 0, 0,
4, 1, 0
2, 2, 0,
3, 2, 0,
4, 2, 0,
4, 3, 0,
//
5, 3, 0,
5, 2, 0,
5, 1, 0,
5, 0, 0,
];
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(
@ -104,10 +141,12 @@
DOM:"canvas",
Init(inScene)
{
inScene.add( path0 );
inScene.add( path1 );
inScene.add( path2 );
inScene.add( path3 );
inScene.add(path(points, 0, 0xFF0000));
inScene.add(path(points, 1, 0x003300));
inScene.add(path(points, 3, 0x005500));
inScene.add(path(points, 5, 0x007700));
inScene.add(path(points, 7, 0x009900));
inScene.add(path(points, 100, 0x00bb00));
},
Update(scene, delta)
{

View File

@ -43,7 +43,7 @@ export function Scene(inSettings)
};
scene.add(light);
scene.add(new T.GridHelper(10, 10));
//scene.add(new T.GridHelper(10, 10));
light.position.set(-1, 2, 4);
camera.position.set(0, 0, 2);
controls.update();