start jsdoc, reorganize

This commit is contained in:
Seth Trowbridge 2022-04-10 12:42:24 -04:00
parent 45a482e5e1
commit da9be04163
5 changed files with 176 additions and 185 deletions

143
app.js Normal file
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@ -0,0 +1,143 @@
// @ts-check
import * as T from 'three';
import { Scene } from './scene.js';
import Region from "./region.js";
let voxels = [];
voxels[Region.I(0, 0, 0)] = true;
voxels[Region.I(1, 0, 0)] = true;
voxels[Region.I(2, 0, 0)] = true;
voxels[Region.I(0, 1, 0)] = true;
voxels[Region.I(1, 1, 0)] = true;
voxels[Region.I(0, 2, 0)] = true;
let surfaceCubeGeometry = new T.BufferGeometry();
let surfaceCubeObject = new T.Mesh(
surfaceCubeGeometry,
new T.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:T.DoubleSide})
);
let rebuildSurface = inVoxels =>
{
let { pos, ind } = Region.Surface(inVoxels);
surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(pos, 3));
surfaceCubeGeometry.setIndex(ind);
surfaceCubeGeometry.computeVertexNormals(true);
};
rebuildSurface(voxels);
Scene({
DOM:"canvas",
Init(inScene)
{
let light = new T.PointLight(0xffffff, 1, 100)
light.position.set(5, 5, -5);
inScene.add(light)
inScene.add(surfaceCubeObject);
inScene.add(new T.GridHelper(10, 10));
inScene.add(new T.AxesHelper( 5 ));
},
Update(inScene, inScreen, inDelta)
{
var i, hits, hit, index;
if(inScreen.Drag > 0)
{
hits = inScreen.Ray.intersectObject(surfaceCubeObject);
if(hits.length)
{
hit = hits[0];
for(i=1; i<hits.length; i++)
{
if(hits[i].distance < hit.distance)
{
hit = hits[i];
}
}
index = Region.I(Math.floor(hit.point.x), Math.floor(hit.point.y), Math.floor(hit.point.z));
voxels[index] = true;
rebuildSurface(voxels);
console.log(index, hit);
}
}
}
});
/* old smoothng functions
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];
for(let i=0; i<inOthersIndArray.length; i++)
{
let otherInd = inOthersIndArray[i]*3;
sum[0] += inArray[otherInd+0];
sum[1] += inArray[otherInd+1];
sum[2] += inArray[otherInd+2];
}
let pointX = inPointInd*3 + 0;
let pointY = inPointInd*3 + 1;
let pointZ = inPointInd*3 + 2;
let reducer = inOthersIndArray.length;
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) =>
{
let count = inVertsArray.length/3;
for(let t=0; t<inTimes; t++)
{
for(let i=0; i<count; i++)
{
average(inVertsArray, i, inNeighborsArray[i]);
}
}
return inVertsArray;
}
*/

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@ -19,183 +19,12 @@
</head>
<body>
<canvas></canvas>
<script type="module">
import { Scene, THREE } from './scene.js';
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];
for(let i=0; i<inOthersIndArray.length; i++)
{
let otherInd = inOthersIndArray[i]*3;
sum[0] += inArray[otherInd+0];
sum[1] += inArray[otherInd+1];
sum[2] += inArray[otherInd+2];
}
let pointX = inPointInd*3 + 0;
let pointY = inPointInd*3 + 1;
let pointZ = inPointInd*3 + 2;
let reducer = inOthersIndArray.length;
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) =>
{
let count = inVertsArray.length/3;
for(let t=0; t<inTimes; t++)
{
for(let i=0; i<count; i++)
{
average(inVertsArray, i, inNeighborsArray[i]);
}
}
return inVertsArray;
}
let voxels = [];
voxels[Region.I(0, 0, 0)] = true;
voxels[Region.I(1, 0, 0)] = true;
voxels[Region.I(2, 0, 0)] = true;
voxels[Region.I(0, 1, 0)] = true;
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;
voxels[Region.I(0, 1, 1)] = true;
voxels[Region.I(1, 1, 1)] = true;
voxels[Region.I(0, 2, 1)] = true;
voxels[Region.I(0, 0, 2)] = true;
voxels[Region.I(1, 0, 2)] = true;
voxels[Region.I(2, 0, 2)] = true;
voxels[Region.I(0, 1, 2)] = true;
voxels[Region.I(1, 1, 2)] = true;
voxels[Region.I(0, 2, 2)] = true;
voxels[Region.I(0, 0, 3)] = true;
voxels[Region.I(1, 0, 3)] = true;
voxels[Region.I(2, 0, 3)] = true;
voxels[Region.I(0, 1, 3)] = true;
voxels[Region.I(1, 1, 3)] = true;
voxels[Region.I(0, 2, 3)] = true;
*/
/*
let testGeometry = new THREE.BufferGeometry();
let testAttribute = new THREE.BufferAttribute(new Float32Array(0));
testGeometry.setAttribute("position", testAttribute, 3);
console.log(testGeometry);
testAttribute.array = new Float32Array([1, 2, 3]);
testAttribute.needsUpdate = true;
console.log(testGeometry);
*/
let surfaceCubeGeometry = new THREE.BufferGeometry();
let surfaceCubeObject = new THREE.Mesh(
surfaceCubeGeometry,
new THREE.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:THREE.DoubleSide})
);
let rebuildSurface = inVoxels =>
{
let surface = Region.Surface(inVoxels);
let vertsCube = new Float32Array(surface.vertices.flat());
surfaceCubeGeometry.setAttribute("position", new THREE.BufferAttribute(vertsCube, 3));
surfaceCubeGeometry.setIndex(surface.triPointVert);
surfaceCubeGeometry.computeVertexNormals(true);
};
rebuildSurface(voxels);
return {
DOM:"canvas",
Init(inScene)
{
let light = new THREE.PointLight(0xffffff, 1, 100)
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 ));
},
Update(inScene, inScreen, inDelta)
{
var i, hits, hit, index;
if(inScreen.Drag > 0)
{
hits = inScreen.Ray.intersectObject(surfaceCubeObject);
if(hits.length)
{
hit = hits[0];
for(i=1; i<hits.length; i++)
{
if(hits[i].distance < hit.distance)
{
hit = hits[i];
}
}
index = Region.I(Math.floor(hit.point.x), Math.floor(hit.point.y), Math.floor(hit.point.z));
voxels[index] = true;
rebuildSurface(voxels);
console.log(hit);
}
}
}
};
}
Scene(surfaceTest());
<script type="importmap">
{"imports": {
"three": "https://esm.sh/three",
"three/": "https://esm.sh/three/"
}}
</script>
<script type="module" src="app.js"></script>
</body>
</html>

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@ -1,9 +1,13 @@
export const Region =
//@ ts-check
const Region =
{
/** @type {Region.CoordsToIndex} */
I(inX, inY, inZ)
{
return inX + inY*16 + inZ*256;
},
/** @type {Region.IndexToCoords} */
XYZ(inI)
{
let zWhole = Math.floor(inI / 256);
@ -12,10 +16,11 @@ export const Region =
let yPart = zPart % 16;
return [yPart, yWhole, zWhole];
},
/** @type {Region.BufferBuilder} */
Surface(inVoxels)
{
var vertices = []; // array of surface vertices
var voxPointVert = []; // vox array, contains integer pointers to vertices
var triPointVert = []; // triangle array, contains integer pointers to vertices
var vertPointNeighbors = []; // vertex array, contains arrays of integer pointers to vertices
@ -30,6 +35,7 @@ export const Region =
Impure refs: voxPointVert, vertPointNeighbors, vertices
*/
var voxPointVert = []; // vox array, contains integer pointers to vertices
var vertPointer = voxPointVert[inVoxIndex]
if(vertPointer === undefined)
{
@ -123,6 +129,11 @@ export const Region =
}
}
return {vertices, triPointVert, vertPointNeighbors};
return {
pos: new Float32Array(vertices.flat()),
ind: triPointVert
};
}
};
export default Region;

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@ -1,7 +1,6 @@
import * as T from 'http://esm.sh/three';
import { OrbitControls } from 'http://esm.sh/three/examples/jsm/controls/OrbitControls.js';
import * as T from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
export { T as THREE };
export function Scene(inSettings)
{
const renderer = new T.WebGLRenderer({canvas:document.querySelector(inSettings.DOM)});
@ -83,7 +82,6 @@ export function Scene(inSettings)
};
scene.add(light);
//scene.add(new T.GridHelper(10, 10));
light.position.set(-1, 2, 4);
camera.position.set(-1, 2, -1);
camera.lookAt(new T.Vector3(0,0,0));

10
types.d.ts vendored Normal file
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@ -0,0 +1,10 @@
module Region
{
type Voxels = Array<boolean>;
type Coords = [number, number, number]
type Index = number
type IndexToCoords = (index:Index)=> Coords
type CoordsToIndex = (x:number, y:number, z:number)=> Index
type BufferParts = { pos:Array<number>, ind:Array<number> }
type BufferBuilder = (voxels:Voxels)=>BufferParts
}