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18 Commits
Author | SHA1 | Date | |
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d62a1e7357 | |||
c3f29258be | |||
da9be04163 | |||
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b630e26cfd | |||
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f77b50cac9 | |||
20e8d90ec3 | |||
4078e026ef | |||
56147ed325 | |||
13b0384c54 | |||
72e33a6256 | |||
7611192683 | |||
c419dca58f | |||
9e5ea8098c | |||
dc2f826688 |
170
app.js
Normal file
170
app.js
Normal file
@ -0,0 +1,170 @@
|
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// @ts-check
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import * as T from 'three';
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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:false, side:T.BackSide})
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);
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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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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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Init(inScene)
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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(surfaceCubeObject);
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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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var i, hits, hit, index;
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if(inScreen.Drag > 0)
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{
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hits = inScreen.Ray.intersectObject(surfaceCubeObject);
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if(hits.length)
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{
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hit = hits[0];
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for(i=1; i<hits.length; i++)
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{
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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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}
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});
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/* old smoothng functions
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let limit = (x, y, z, ax, ay, az) =>
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{
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let centerX = Math.round(x);
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let centerY = Math.round(y);
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let centerZ = Math.round(z);
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let deltaX = ax-centerX;
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let deltaY = ay-centerY;
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let deltaZ = az-centerZ;
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let absDeltaX = Math.abs(deltaX);
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let absDeltaY = Math.abs(deltaY);
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let absDeltaZ = Math.abs(deltaZ);
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let max = absDeltaX;
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if(absDeltaY > max){ max = absDeltaY; }
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if(absDeltaZ > max){ max = absDeltaZ; }
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let lerp = 0.49/max;
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if(lerp <= 1)
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{
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return [
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centerX + deltaX*lerp,
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centerY + deltaY*lerp,
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centerZ + deltaZ*lerp
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];
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}
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else
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{
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return [ax, ay, az];
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}
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}
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let average = (inArray, inPointInd, inOthersIndArray) =>
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{
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let sum = [0, 0, 0];
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for(let i=0; i<inOthersIndArray.length; i++)
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{
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let otherInd = inOthersIndArray[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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}
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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 = inOthersIndArray.length;
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let limited = limit(inArray[pointX], inArray[pointY], inArray[pointZ], sum[0]/reducer, sum[1]/reducer, sum[2]/reducer);
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inArray[pointX] = limited[0];
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inArray[pointY] = limited[1];
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inArray[pointZ] = limited[2];
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};
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let smooth = (inVertsArray, inNeighborsArray, inTimes) =>
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{
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let count = inVertsArray.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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average(inVertsArray, i, inNeighborsArray[i]);
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}
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}
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return inVertsArray;
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}
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||||
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*/
|
125
index.html
125
index.html
@ -19,123 +19,12 @@
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||||
</head>
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||||
<body>
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||||
<canvas></canvas>
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||||
<script type="module">
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import * as T from 'http://esm.sh/three';
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import { OrbitControls } from 'http://esm.sh/three/examples/jsm/controls/OrbitControls.js';
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import { Region, Kernel } from "./region.js";
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const renderer = new T.WebGLRenderer({canvas:document.querySelector("canvas")});
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const scene = new T.Scene();
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const camera = new T.PerspectiveCamera(80, 2, 0.1, 10);
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const light = new T.DirectionalLight(0xFFFFFF, 1);
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const geometry = new T.BoxGeometry(0.8, 0.8, 0.8);
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const shader = new T.MeshPhongMaterial({color:0xFFCC00});
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const shaderBlue = new T.MeshPhongMaterial({color:0x0033FF});
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const object = new T.Mesh(geometry, shader);
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.update();
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scene.add(light);
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scene.add(object);
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scene.add(new T.GridHelper(10, 10));
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const geoBuff = new T.BufferGeometry();
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geoBuff.setAttribute("position", new T.BufferAttribute(new Float32Array(
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[
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0, 0, 0,
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1, 0, 0,
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1, 1, 0,
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0, 1, 0,
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2, 0, 1,
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2, 1, 1
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]
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), 3));
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geoBuff.setIndex(
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[
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0, 1, 2,
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2, 3, 0,
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1, 4, 5,
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5, 2, 1
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]
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);
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geoBuff.computeVertexNormals();
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const geoObj = new T.Mesh(geoBuff, shader);
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shader.shading = T.FlatShading;
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scene.add(geoObj);
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/*
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let r = Region.Create();
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let filler = (x, y, z) =>
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{
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r.Voxels[Region.CoordsToIndex(x, y, z)] = true;
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};
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filler(1, 1, 1);
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Kernel.Loop(Kernel.Corners, [1, 1, 1], filler);
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Kernel.Loop(Kernel.Cardinal, [1, 1, 1], filler);
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Region.Update(r);
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r.Filled.forEach((inIndexMap) =>
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{
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let coords = Region.IndexToCoords(inIndexMap);
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let cube = new T.Mesh(geometry, shader);
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cube.position.set(...coords);
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scene.add(cube);
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||||
});
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||||
r.Surface.forEach((inIndexMap) =>
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{
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let coords = Region.IndexToCoords(inIndexMap);
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let cube = new T.Mesh(geometry, shaderBlue);
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cube.position.set(...coords);
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scene.add(cube);
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});
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*/
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light.position.set(-1, 2, 4);
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camera.position.set(0, 0, 2);
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let dirty = false;
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const update = inTime =>
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{
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let timeNew = new Date();
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let timeDelta = timeNew - inTime;
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let delta = timeDelta * 0.001;
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object.rotation.x += delta;
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controls.update();
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dirty = true;
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setTimeout(()=>update(timeNew), 100);
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}
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const render = inTime =>
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{
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if(dirty)
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{
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renderer.render(scene, camera);
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dirty = false;
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}
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requestAnimationFrame(render);
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}
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||||
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const resize = () =>
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{
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let canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
|
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};
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window.addEventListener("resize", resize);
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resize();
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render(0);
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||||
update(new Date());
|
||||
</script>
|
||||
|
||||
<script type="importmap">
|
||||
{"imports": {
|
||||
"three": "https://esm.sh/three",
|
||||
"three/": "https://esm.sh/three/"
|
||||
}}
|
||||
</script>
|
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<script type="module" src="app.js"></script>
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</body>
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</html>
|
197
region.js
197
region.js
@ -1,53 +1,14 @@
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export const Kernel =
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{
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Corners:
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[
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[ 1, 1, -1],
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[ 1, -1, -1],
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[-1, 1, -1],
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[-1, -1, -1],
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[ 1, 1, 1],
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[ 1, -1, 1],
|
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[-1, 1, 1],
|
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[-1, -1, 1]
|
||||
],
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Cardinal:
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[
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[ 1, 0, 0],
|
||||
[ 0, 1, 0],
|
||||
[-1, 0, 0],
|
||||
[ 0, -1, 0],
|
||||
[ 0, 0, 1],
|
||||
[ 0, 0, -1]
|
||||
],
|
||||
//@ ts-check
|
||||
|
||||
Loop(inList, inVector, inHandler)
|
||||
{
|
||||
for(let i=0; i<inList.length; i++)
|
||||
{
|
||||
let delta = inList[i];
|
||||
if(inHandler(inVector[0]+delta[0], inVector[1]+delta[1], inVector[2]+delta[2]))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
export const Region =
|
||||
const Region =
|
||||
{
|
||||
Create()
|
||||
{
|
||||
return {
|
||||
Voxels:[],
|
||||
Filled:[],
|
||||
Surface:[]
|
||||
};
|
||||
},
|
||||
CoordsToIndex(inX, inY, inZ)
|
||||
/** @type {Region.CoordsToIndex} */
|
||||
I(inX, inY, inZ)
|
||||
{
|
||||
return inX + inY*16 + inZ*256;
|
||||
},
|
||||
IndexToCoords(inI)
|
||||
/** @type {Region.IndexToCoords} */
|
||||
XYZ(inI)
|
||||
{
|
||||
let zWhole = Math.floor(inI / 256);
|
||||
let zPart = inI % 256;
|
||||
@ -55,27 +16,141 @@ export const Region =
|
||||
let yPart = zPart % 16;
|
||||
return [yPart, yWhole, zWhole];
|
||||
},
|
||||
Update(inRegion)
|
||||
|
||||
/** @type {Region.BufferBuilder} */
|
||||
Surface(inVoxels)
|
||||
{
|
||||
inRegion.Filled = [];
|
||||
inRegion.Surface = [];
|
||||
var vertices = []; // output position buffer
|
||||
var triPointVert = []; // output index buffer
|
||||
|
||||
var vertPointNeighbors = []; // vertex array, contains arrays of integer pointers to vertices
|
||||
var voxPointVert = []; // for each inVoxel; integer pointer to vertices output buffer
|
||||
|
||||
/*
|
||||
|
||||
inVoxels
|
||||
|
|
||||
[1 to 1]
|
||||
|
|
||||
voxPointVert---[optional pointers to]---> vertices <---- triPointVert
|
||||
|
|
||||
[1 to 1]
|
||||
|
|
||||
vertPointNeighbors
|
||||
|
||||
*/
|
||||
|
||||
/** @type {(voxIndex:number)=>[number, boolean]} */
|
||||
function Vert(inVoxIndex)
|
||||
{
|
||||
/*
|
||||
If not preexisting, create a vertex with the coordinates of the voxel at `voxPointVert[inVoxIndex]`.
|
||||
Add the new vertex to `vertices`.
|
||||
Initialize empty neighbor connections.
|
||||
Put the *index* of new vertex back in the voxel array at `inVoxIndex`
|
||||
Return the vertex *index*, plus a flag if a vertex was already there.
|
||||
|
||||
Impure refs: voxPointVert, vertPointNeighbors, vertices
|
||||
*/
|
||||
|
||||
var vertPointer = voxPointVert[inVoxIndex]
|
||||
if(vertPointer === undefined)// is there no vertex for this voxel?
|
||||
{
|
||||
vertPointer = vertices.length;
|
||||
voxPointVert[inVoxIndex] = vertPointer;
|
||||
|
||||
vertPointNeighbors.push([]);
|
||||
vertices.push(Region.XYZ(inVoxIndex));
|
||||
|
||||
return [vertPointer, false];
|
||||
}
|
||||
else
|
||||
{
|
||||
return [vertPointer, true];
|
||||
}
|
||||
}
|
||||
function Edge(vert1, vert1WasFull, vert2, vert2WasFull)
|
||||
{
|
||||
/*
|
||||
Sets up neighbor relationships between vert1 and vert2.
|
||||
Contains a check for if they have already been connected.
|
||||
|
||||
Impure refs: vertPointNeighbors
|
||||
*/
|
||||
|
||||
let p1Neighbors = vertPointNeighbors[vert1];
|
||||
let p2Neighbors = vertPointNeighbors[vert2];
|
||||
|
||||
// if the two verts were already filled
|
||||
if((vert1WasFull && vert2WasFull))
|
||||
{
|
||||
// it's possible that they are already connected
|
||||
if(p1Neighbors.indexOf(vert2) !== -1)
|
||||
{
|
||||
// quit if they are
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
p1Neighbors.push(vert2);
|
||||
p2Neighbors.push(vert1);
|
||||
}
|
||||
function Face(a, b, c, d /* vox indices */)
|
||||
{
|
||||
let [p1, p1WasFull] = Vert(a);
|
||||
let [p2, p2WasFull] = Vert(b);
|
||||
let [p3, p3WasFull] = Vert(c);
|
||||
let [p4, p4WasFull] = Vert(d);
|
||||
|
||||
triPointVert.push(p1, p2, p3, p3, p4, p1);
|
||||
|
||||
Edge(p1, p1WasFull, p2, p2WasFull);
|
||||
Edge(p2, p2WasFull, p3, p3WasFull);
|
||||
Edge(p3, p3WasFull, p4, p4WasFull);
|
||||
Edge(p4, p4WasFull, p1, p1WasFull);
|
||||
}
|
||||
|
||||
var i;
|
||||
for(i=0; i<inRegion.Voxels.length; i++)
|
||||
var x, y, z;
|
||||
var BA, BU, BC, BR, TA, TU, TC, TR, CL, CD, CB;
|
||||
for(i=0; i<inVoxels.length; i++)
|
||||
{
|
||||
if(inRegion.Voxels[i])
|
||||
if(inVoxels[i])
|
||||
{
|
||||
let coords = Region.IndexToCoords(i);
|
||||
Kernel.Loop(Kernel.Corners, coords, (inX, inY, inZ)=>
|
||||
{
|
||||
let offsetIndex = Region.CoordsToIndex(inX, inY, inZ);
|
||||
if(!inRegion.Voxels[offsetIndex])
|
||||
{
|
||||
inRegion.Surface.push(i);
|
||||
return true;
|
||||
}
|
||||
});
|
||||
[x, y, z] = Region.XYZ(i);
|
||||
|
||||
// bottom: at, "up", corner, right
|
||||
BA = i;
|
||||
BU = Region.I(x, y+1, z );
|
||||
BC = Region.I(x+1, y+1, z );
|
||||
BR = Region.I(x+1, y, z );
|
||||
|
||||
// top: at, "up" corner, right
|
||||
TA = Region.I(x, y, z+1);
|
||||
TU = Region.I(x, y+1, z+1);
|
||||
TC = Region.I(x+1, y+1, z+1);
|
||||
TR = Region.I(x+1, y, z+1);
|
||||
|
||||
// check: left, "down", below
|
||||
CL = Region.I(x-1, y, z );
|
||||
CD = Region.I(x, y-1, z );
|
||||
CB = Region.I(x, y, z-1);
|
||||
|
||||
if(!inVoxels[BU]){ Face(BU, BC, TC, TU); } // XZ (away from origin)
|
||||
if(!inVoxels[BR]){ Face(BC, BR, TR, TC); } // YZ (away from origin)
|
||||
if(!inVoxels[TA]){ Face(TA, TU, TC, TR); } // XY (away from origin)
|
||||
|
||||
if(!inVoxels[CL]){ Face(BA, BU, TU, TA); } // YZ (touches the origin)
|
||||
if(!inVoxels[CD]){ Face(BR, BA, TA, TR); } // XZ (touches the origin)
|
||||
if(!inVoxels[CB]){ Face(BU, BA, BR, BC); } // XY (touches the origin)
|
||||
}
|
||||
}
|
||||
console.log("looped over", i);
|
||||
|
||||
return {
|
||||
pos: new Float32Array(vertices.flat()),
|
||||
ind: triPointVert
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
export default Region;
|
96
scene.js
Normal file
96
scene.js
Normal file
@ -0,0 +1,96 @@
|
||||
import * as T from 'three';
|
||||
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
|
||||
|
||||
export function Scene(inSettings)
|
||||
{
|
||||
const renderer = new T.WebGLRenderer({canvas:document.querySelector(inSettings.DOM)});
|
||||
const scene = new T.Scene();
|
||||
const camera = new T.PerspectiveCamera(80, 2, 0.1, 100);
|
||||
const light = new T.DirectionalLight(0xFFFFFF, 1);
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
let dirty = false;
|
||||
|
||||
const Screen = {
|
||||
Dirty:false,
|
||||
Drag:0,
|
||||
Down:false,
|
||||
Ray:new T.Raycaster(),
|
||||
Mouse:new T.Vector2(),
|
||||
Camera:camera,
|
||||
Event:null,
|
||||
Update:e=>
|
||||
{
|
||||
Screen.Event = e;
|
||||
Screen.Dirty = true;
|
||||
Screen.Mouse.x = ( e.clientX / renderer.domElement.clientWidth ) * 2 - 1;
|
||||
Screen.Mouse.y = - ( e.clientY / renderer.domElement.clientHeight ) * 2 + 1;
|
||||
Screen.Ray.setFromCamera( Screen.Mouse, Screen.Camera );
|
||||
},
|
||||
HandleMove:e=>
|
||||
{
|
||||
Screen.Drag = Screen.Down ? 2 : 0;
|
||||
Screen.Update(e);
|
||||
},
|
||||
HandlePress:e=>
|
||||
{
|
||||
Screen.Down = true;
|
||||
Screen.Drag = 1;
|
||||
Screen.Update(e);
|
||||
},
|
||||
HandleRelease:e=>
|
||||
{
|
||||
Screen.Down = false;
|
||||
Screen.Drag = 0;
|
||||
Screen.Update(e);
|
||||
}
|
||||
};
|
||||
renderer.domElement.addEventListener("pointermove", Screen.HandleMove);
|
||||
renderer.domElement.addEventListener("pointerdown", Screen.HandlePress);
|
||||
renderer.domElement.addEventListener("pointerup", Screen.HandleRelease);
|
||||
|
||||
|
||||
const update = inTime =>
|
||||
{
|
||||
let timeNew = new Date();
|
||||
let timeDelta = timeNew - inTime;
|
||||
let delta = timeDelta * 0.001;
|
||||
|
||||
inSettings.Update(scene, Screen, delta);
|
||||
Screen.Dirty = false;
|
||||
|
||||
controls.update();
|
||||
dirty = true;
|
||||
setTimeout(()=>update(timeNew), 50);
|
||||
}
|
||||
|
||||
const render = inTime =>
|
||||
{
|
||||
if(dirty)
|
||||
{
|
||||
renderer.render(scene, camera);
|
||||
dirty = false;
|
||||
}
|
||||
requestAnimationFrame(render);
|
||||
}
|
||||
|
||||
const resize = () =>
|
||||
{
|
||||
let canvas = renderer.domElement;
|
||||
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
|
||||
};
|
||||
|
||||
scene.add(light);
|
||||
light.position.set(-1, 2, 4);
|
||||
camera.position.set(-1, 2, -1);
|
||||
camera.lookAt(new T.Vector3(0,0,0));
|
||||
controls.update();
|
||||
|
||||
inSettings.Init(scene);
|
||||
|
||||
window.addEventListener("resize", resize);
|
||||
resize();
|
||||
render(0);
|
||||
update(new Date());
|
||||
};
|
10
types.d.ts
vendored
Normal file
10
types.d.ts
vendored
Normal file
@ -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
|
||||
}
|
Loading…
Reference in New Issue
Block a user