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orientatio
...
master
232
index.html
232
index.html
@ -20,161 +20,121 @@
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<body>
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<canvas></canvas>
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<script type="module">
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import { Scene, THREE } from './scene.js';
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import { Region } from "./region.js";
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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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let surfaceTest = () =>
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{
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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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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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let deltaX = ax-centerX;
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let deltaY = ay-centerY;
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let deltaZ = az-centerZ;
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.update();
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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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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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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 = 0.45/max;
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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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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, inOriginals) =>
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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(inOriginals[pointX], inOriginals[pointY], inOriginals[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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let originals = [...inVertsArray];
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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][0], originals);
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}
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}
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return inVertsArray;
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}
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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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/*
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voxels[Region.I(2, 0, 0)] = true;
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voxels[Region.I(0, 1, 0)] = true;
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voxels[Region.I(1, 1, 0)] = true;
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voxels[Region.I(0, 2, 0)] = true;
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*/
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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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voxels[Region.I(0, 0, 1)] = true;
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voxels[Region.I(1, 0, 1)] = true;
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voxels[Region.I(2, 0, 1)] = true;
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voxels[Region.I(0, 1, 1)] = true;
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voxels[Region.I(1, 1, 1)] = true;
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voxels[Region.I(0, 2, 1)] = true;
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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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voxels[Region.I(0, 0, 2)] = true;
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voxels[Region.I(1, 0, 2)] = true;
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voxels[Region.I(2, 0, 2)] = true;
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voxels[Region.I(0, 1, 2)] = true;
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voxels[Region.I(1, 1, 2)] = true;
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voxels[Region.I(0, 2, 2)] = true;
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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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voxels[Region.I(0, 0, 3)] = true;
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voxels[Region.I(1, 0, 3)] = true;
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voxels[Region.I(2, 0, 3)] = true;
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voxels[Region.I(0, 1, 3)] = true;
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voxels[Region.I(1, 1, 3)] = true;
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voxels[Region.I(2, 1, 3)] = true;
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voxels[Region.I(0, 2, 3)] = true;
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voxels[Region.I(1, 2, 3)] = true;
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voxels[Region.I(2, 2, 3)] = true;
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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 surface = Region.Surface(voxels);
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let vertsCube = new Float32Array(surface.vertices.flat());
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let surfaceCubeGeometry = new THREE.BufferGeometry();
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surfaceCubeGeometry.setAttribute('position', new THREE.BufferAttribute(vertsCube, 3) );
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surfaceCubeGeometry.setIndex(surface.triPointVert);
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surfaceCubeGeometry.computeVertexNormals(true);
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let surfaceCubeObject = new THREE.Mesh(
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surfaceCubeGeometry,
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new THREE.MeshBasicMaterial({color:0x666666, wireframe:true, side:THREE.DoubleSide})
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);
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let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 5));
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let surfaceSmoothGeometry = new THREE.BufferGeometry();
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surfaceSmoothGeometry.setAttribute('position', new THREE.BufferAttribute(vertsSmooth, 3) );
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surfaceSmoothGeometry.setIndex(surface.triPointVert);
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surfaceSmoothGeometry.computeVertexNormals(true);
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let surfaceSmoothObject = new THREE.Mesh(
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surfaceSmoothGeometry,
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new THREE.MeshPhongMaterial({color:0xffffff, side:THREE.DoubleSide, flatShading:true})
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);
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return {
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DOM:"canvas",
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Init(inScene)
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let dirty = false;
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const update = inTime =>
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{
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let light = new THREE.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(surfaceSmoothObject);
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let timeNew = new Date();
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let timeDelta = timeNew - inTime;
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inScene.add(new THREE.GridHelper(10, 10));
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inScene.add(new THREE.AxesHelper( 5 ));
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},
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Update(inScene, inDelta){}
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};
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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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Scene(surfaceTest());
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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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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());
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</script>
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</body>
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175
region.js
175
region.js
@ -1,10 +1,53 @@
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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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],
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Cardinal:
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[
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[ 1, 0, 0],
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[ 0, 1, 0],
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[-1, 0, 0],
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[ 0, -1, 0],
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[ 0, 0, 1],
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[ 0, 0, -1]
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],
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Loop(inList, inVector, inHandler)
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{
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for(let i=0; i<inList.length; i++)
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{
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let delta = inList[i];
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if(inHandler(inVector[0]+delta[0], inVector[1]+delta[1], inVector[2]+delta[2]))
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{
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return;
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}
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}
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}
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};
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export const Region =
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{
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I(inX, inY, inZ)
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Create()
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{
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return {
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Voxels:[],
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Filled:[],
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Surface:[]
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};
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},
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CoordsToIndex(inX, inY, inZ)
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{
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return inX + inY*16 + inZ*256;
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},
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XYZ(inI)
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IndexToCoords(inI)
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{
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let zWhole = Math.floor(inI / 256);
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let zPart = inI % 256;
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@ -12,123 +55,27 @@ export const Region =
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let yPart = zPart % 16;
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return [yPart, yWhole, zWhole];
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},
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Surface(inVoxels)
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Update(inRegion)
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{
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var vertices = []; // array of surface vertices
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var voxPointVert = []; // vox array, contains integer pointers to vertices
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var triPointVert = []; // triangle array, contains integer pointers to vertices
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var vertPointNeighbors = []; // vertex array, contains arrays of integer pointers to vertices
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function Vert(inVoxIndex)
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{
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/*
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If not preexisting, create a vertex with the coordinates of the voxel at `voxPointVert[inVoxIndex]`.
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Add the new vertex to `vertices`.
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Initialize empty neighbor connections.
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Put the *index* of new vertex back in the voxel array at `inVoxIndex`
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Return the vertex *index*, plus a flag if a vertex was already there.
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Impure refs: voxPointVert, vertPointNeighbors, vertices
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*/
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var vertPointer = voxPointVert[inVoxIndex]
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if(vertPointer === undefined)
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{
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let vert = Region.XYZ(inVoxIndex);
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vertPointer = vertices.length;
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voxPointVert[inVoxIndex] = vertPointer;
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vertPointNeighbors.push([[], [], [], []]);
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vertices.push(vert);
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return [vertPointer, false];
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}
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else
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{
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return [vertPointer, true];
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}
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}
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function Edge(vert1, vert1WasFull, vert2, vert2WasFull, inOrientationGroup)
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{
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/*
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Sets up neighbor relationships between vert1 and vert2.
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Contains a check for if they have already been connected.
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Impure refs: vertPointNeighbors
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*/
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let p1Neighbors = vertPointNeighbors[vert1];
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let p2Neighbors = vertPointNeighbors[vert2];
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// if the two verts were already filled
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if((vert1WasFull && vert2WasFull))
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{
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// it's possible that they are already connected
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if(p1Neighbors[0].indexOf(vert2) !== -1)
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{
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// quit if they are
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return;
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}
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}
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p1Neighbors[0].push(vert2);
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p2Neighbors[0].push(vert1);
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p1Neighbors[inOrientationGroup+1].push(vert2);
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p2Neighbors[inOrientationGroup+1].push(vert1);
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}
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function Face(a, b, c, d /* vox indices */, inOrientationGroup)
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{
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let [p1, p1WasFull] = Vert(a);
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let [p2, p2WasFull] = Vert(b);
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let [p3, p3WasFull] = Vert(c);
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let [p4, p4WasFull] = Vert(d);
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triPointVert.push(p1, p2, p3, p3, p4, p1);
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Edge(p1, p1WasFull, p2, p2WasFull, inOrientationGroup);
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Edge(p2, p2WasFull, p3, p3WasFull, inOrientationGroup);
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Edge(p3, p3WasFull, p4, p4WasFull, inOrientationGroup);
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Edge(p4, p4WasFull, p1, p1WasFull, inOrientationGroup);
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}
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inRegion.Filled = [];
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inRegion.Surface = [];
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var i;
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var x, y, z;
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var BA, BU, BC, BR, TA, TU, TC, TR, CL, CD, CB;
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for(i=0; i<inVoxels.length; i++)
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for(i=0; i<inRegion.Voxels.length; i++)
|
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{
|
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if(inVoxels[i])
|
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if(inRegion.Voxels[i])
|
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{
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[x, y, z] = Region.XYZ(i);
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// bottom: at, "up", corner, right
|
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BA = i;
|
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BU = Region.I(x, y+1, z );
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BC = Region.I(x+1, y+1, z );
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BR = Region.I(x+1, y, z );
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|
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// top: at, "up" corner, right
|
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TA = Region.I(x, y, z+1);
|
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TU = Region.I(x, y+1, z+1);
|
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TC = Region.I(x+1, y+1, z+1);
|
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TR = Region.I(x+1, y, z+1);
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|
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// check: left, "down", below
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CL = Region.I(x-1, y, z );
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CD = Region.I(x, y-1, z );
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CB = Region.I(x, y, z-1);
|
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|
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if(!inVoxels[BU]){ Face(BU, BC, TC, TU, 0); }
|
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if(!inVoxels[BR]){ Face(BC, BR, TR, TC, 1); }
|
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if(!inVoxels[TA]){ Face(TA, TU, TC, TR, 2); }
|
||||
|
||||
if(!inVoxels[CL]){ Face(BA, BU, TU, TA, 1); }
|
||||
if(!inVoxels[CD]){ Face(BR, BA, TA, TR, 0); }
|
||||
if(!inVoxels[CB]){ Face(BA, BU, BC, BR, 2); }
|
||||
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;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {vertices, triPointVert, vertPointNeighbors};
|
||||
console.log("looped over", i);
|
||||
}
|
||||
};
|
||||
|
58
scene.js
58
scene.js
@ -1,58 +0,0 @@
|
||||
import * as T from 'http://esm.sh/three';
|
||||
import { OrbitControls } from 'http://esm.sh/three/examples/jsm/controls/OrbitControls.js';
|
||||
|
||||
export { T as THREE };
|
||||
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 update = inTime =>
|
||||
{
|
||||
let timeNew = new Date();
|
||||
let timeDelta = timeNew - inTime;
|
||||
let delta = timeDelta * 0.001;
|
||||
|
||||
inSettings.Update(scene, delta);
|
||||
|
||||
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);
|
||||
//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));
|
||||
controls.update();
|
||||
|
||||
inSettings.Init(scene);
|
||||
|
||||
window.addEventListener("resize", resize);
|
||||
resize();
|
||||
render(0);
|
||||
update(new Date());
|
||||
};
|
Loading…
Reference in New Issue
Block a user