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5351ec84cb
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9e5ea8098c
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index.html
152
index.html
@ -23,116 +23,80 @@
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<script type="module">
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import { Scene, THREE } from './scene.js';
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let average = (inArray, inPointInd, ...inOthersInd) =>
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let average = (inArray, inCenterInd, ...inPointsInd) =>
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{
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let sum = [0, 0, 0];
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for(let i=0; i<inOthersInd.length; i++)
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let output = [0, 0, 0];
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let centerInd = inCenterInd*3;
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for(let i=0; i<inPointsInd.length; i++)
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{
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let otherInd = inOthersInd[i]*3;
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sum[0] += inArray[otherInd+0];
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sum[1] += inArray[otherInd+1];
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sum[2] += inArray[otherInd+2];
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let pointInd = inPointsInd[i]*3;
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output[0] += inArray[pointInd+0];
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output[1] += inArray[pointInd+1];
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output[2] += inArray[pointInd+2];
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}
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let pointX = inPointInd*3 + 0;
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let pointY = inPointInd*3 + 1;
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let pointZ = inPointInd*3 + 2;
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let reducer = inOthersInd.length;
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let limit = (inCenter, inPoint) =>
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{
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var limit;
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limit = inCenter-0.49;
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if(inPoint <= limit)
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{
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return limit;
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}
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limit = inCenter + 0.49;
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if(inPoint >= limit)
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{
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return limit;
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}
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let scalar = inPointsInd.length;
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output[0] /= scalar;
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output[1] /= scalar;
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output[2] /= scalar;
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let limit = (inPoint, inCenter) =>
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{
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let limit = inCenter-0.5;
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if(inPoint < limit)
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{
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return limit;
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}
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limit = inCenter+0.5;
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if(inPoint > limit)
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{
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return limit;
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}
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return inPoint;
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}
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inArray[pointX] = limit(Math.round(inArray[pointX]), sum[0]/reducer);
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inArray[pointY] = limit(Math.round(inArray[pointY]), sum[1]/reducer);
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inArray[pointZ] = limit(Math.round(inArray[pointZ]), sum[2]/reducer);
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};
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let smooth = (inArray, inTimes) =>
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{
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let count = inArray.length/3;
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for(let t=0; t<inTimes; t++)
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{
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for(let i=0; i<count; i++)
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{
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if(i==0)
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{
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average(inArray, i, count-1, i+1);
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}
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else
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{
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if(i==count-1)
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{
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average(inArray, i, i-1, 0);
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}
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else
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{
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average(inArray, i, i-1, i+1);
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}
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}
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}
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}
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}
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output[0] = limit(output[0], inArray[centerInd+0]);
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output[1] = limit(output[1], inArray[centerInd+1]);
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output[2] = limit(output[2], inArray[centerInd+2]);
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/*
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let testPoints =
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[
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0, 0, 0,
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0, 1, 0,
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1, 1, 0
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];
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console.log(testPoints);
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average(testPoints, 1, 0, 2);
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console.log(testPoints);
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*/
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let path = (inPoints, inSmoothing, inColor) =>
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{
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let clone = [...inPoints];
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smooth(clone, inSmoothing);
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute( clone, 3 ));
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const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
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const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
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const output = new THREE.Group();
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output.add( new THREE.Line( geometry, materialLine ) );
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output.add( new THREE.Points( geometry, materialPoint ) );
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return output;
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};
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let smooth = (inArray) =>
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{
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let output = [inArray[0], inArray[1], inArray[2] ];
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for(let i=1; i < (inArray.length/3)-1; i++)
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{
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output.push( ...average(inArray, i, i-1, i, i+1) );
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}
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output.push(inArray[inArray.length-3], inArray[inArray.length-2], inArray[inArray.length-1]);
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return output;
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}
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let path = (inPoints, inColor) =>
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{
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute( inPoints, 3 ));
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const material = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
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return new THREE.Line( geometry, material );
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}
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const points =
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[
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4, 0, 0,
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3, 0, 0,
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2, 0, 0,
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1, 0, 0,
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//
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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2, 1, 0,
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2, 2, 0,
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3, 2, 0,
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4, 2, 0,
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4, 3, 0,
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//
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5, 3, 0,
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5, 2, 0,
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5, 1, 0,
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5, 0, 0,
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2, 0, 0,
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3, 0, 0,
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4, 0, 0,
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4, 1, 0
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];
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console.log( smooth(points) );
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let path0 = path(points, 0xFF0000);
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let path1 = path(smooth(points), 0x009900);
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let path2 = path(smooth(smooth(points)), 0x00AA00);
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let path3 = path(smooth(smooth(smooth(points))), 0x00FF00);
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Scene(
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@ -140,8 +104,10 @@
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DOM:"canvas",
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Init(inScene)
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{
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inScene.add(path(points, 0, 0xFF0000));
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inScene.add(path(points, 10, 0x00ff00));
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inScene.add( path0 );
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inScene.add( path1 );
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inScene.add( path2 );
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inScene.add( path3 );
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},
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Update(scene, delta)
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{
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