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c101c2f2f8
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app.js
43
app.js
@ -1,31 +1,52 @@
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// @ts-check
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import * as T from 'three';
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//import { FaceNormalsHelper } from 'three/examples/jsm/helpers/FaceNormalsHelper.js';
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import { VertexNormalsHelper } from 'three/examples/jsm/helpers/VertexNormalsHelper.js';
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import { Scene } from './scene.js';
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import Region from "./region.js";
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let voxels = [];
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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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surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(new Float32Array(), 3));
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let surfaceCubeObject = new T.Mesh(
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surfaceCubeGeometry,
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new T.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:T.BackSide})
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new T.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:false, side:T.BackSide})
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);
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//var vnh = new FaceNormalsHelper( surfaceCubeObject, 1, 0xff0000 );
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let surfaceCubeNormalHelper;
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let rebuildSurface = inVoxels =>
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{
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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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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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surfaceCubeObject.geometry = surfaceCubeGeometry;
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};
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rebuildSurface(voxels);
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surfaceCubeNormalHelper = new VertexNormalsHelper( surfaceCubeObject, -0.2 );
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const hitHelper = new T.Mesh
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(
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new T.BoxGeometry( 0.2, 0.2, 0.2 ),
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new T.MeshBasicMaterial( {color: 0x00ff00} )
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);
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Scene({
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DOM:"canvas",
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@ -33,10 +54,15 @@ Scene({
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{
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let light = new T.PointLight(0xffffff, 1, 100)
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light.position.set(5, 5, -5);
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inScene.add(light)
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inScene.add(light);
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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( hitHelper );
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inScene.add( surfaceCubeNormalHelper );
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},
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Update(inScene, inScreen, inDelta)
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{
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@ -52,11 +78,16 @@ Scene({
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if(hits[i].distance < hit.distance)
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{
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hit = hits[i];
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}
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}
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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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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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console.log(index, hit);
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}
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}
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