Compare commits
No commits in common. "surfacer" and "master" have entirely different histories.
238
index.html
238
index.html
@ -20,155 +20,121 @@
|
|||||||
<body>
|
<body>
|
||||||
<canvas></canvas>
|
<canvas></canvas>
|
||||||
<script type="module">
|
<script type="module">
|
||||||
import { Scene, THREE } from './scene.js';
|
import * as T from 'http://esm.sh/three';
|
||||||
import { Region } from "./region.js";
|
import { OrbitControls } from 'http://esm.sh/three/examples/jsm/controls/OrbitControls.js';
|
||||||
|
import { Region, Kernel } from "./region.js";
|
||||||
|
|
||||||
let surfaceTest = () =>
|
const renderer = new T.WebGLRenderer({canvas:document.querySelector("canvas")});
|
||||||
|
const scene = new T.Scene();
|
||||||
|
const camera = new T.PerspectiveCamera(80, 2, 0.1, 10);
|
||||||
|
const light = new T.DirectionalLight(0xFFFFFF, 1);
|
||||||
|
const geometry = new T.BoxGeometry(0.8, 0.8, 0.8);
|
||||||
|
const shader = new T.MeshPhongMaterial({color:0xFFCC00});
|
||||||
|
const shaderBlue = new T.MeshPhongMaterial({color:0x0033FF});
|
||||||
|
const object = new T.Mesh(geometry, shader);
|
||||||
|
|
||||||
|
const controls = new OrbitControls(camera, renderer.domElement);
|
||||||
|
controls.update();
|
||||||
|
|
||||||
|
scene.add(light);
|
||||||
|
scene.add(object);
|
||||||
|
scene.add(new T.GridHelper(10, 10));
|
||||||
|
|
||||||
|
|
||||||
|
const geoBuff = new T.BufferGeometry();
|
||||||
|
geoBuff.setAttribute("position", new T.BufferAttribute(new Float32Array(
|
||||||
|
[
|
||||||
|
0, 0, 0,
|
||||||
|
1, 0, 0,
|
||||||
|
1, 1, 0,
|
||||||
|
0, 1, 0,
|
||||||
|
2, 0, 1,
|
||||||
|
2, 1, 1
|
||||||
|
]
|
||||||
|
), 3));
|
||||||
|
|
||||||
|
geoBuff.setIndex(
|
||||||
|
[
|
||||||
|
0, 1, 2,
|
||||||
|
2, 3, 0,
|
||||||
|
1, 4, 5,
|
||||||
|
5, 2, 1
|
||||||
|
]
|
||||||
|
);
|
||||||
|
geoBuff.computeVertexNormals();
|
||||||
|
const geoObj = new T.Mesh(geoBuff, shader);
|
||||||
|
shader.shading = T.FlatShading;
|
||||||
|
scene.add(geoObj);
|
||||||
|
|
||||||
|
/*
|
||||||
|
let r = Region.Create();
|
||||||
|
let filler = (x, y, z) =>
|
||||||
{
|
{
|
||||||
let limit = (x, y, z, ax, ay, az) =>
|
r.Voxels[Region.CoordsToIndex(x, y, z)] = true;
|
||||||
{
|
};
|
||||||
let centerX = Math.round(x);
|
filler(1, 1, 1);
|
||||||
let centerY = Math.round(y);
|
Kernel.Loop(Kernel.Corners, [1, 1, 1], filler);
|
||||||
let centerZ = Math.round(z);
|
Kernel.Loop(Kernel.Cardinal, [1, 1, 1], filler);
|
||||||
|
Region.Update(r);
|
||||||
|
|
||||||
let deltaX = ax-centerX;
|
r.Filled.forEach((inIndexMap) =>
|
||||||
let deltaY = ay-centerY;
|
{
|
||||||
let deltaZ = az-centerZ;
|
let coords = Region.IndexToCoords(inIndexMap);
|
||||||
|
let cube = new T.Mesh(geometry, shader);
|
||||||
|
cube.position.set(...coords);
|
||||||
|
scene.add(cube);
|
||||||
|
});
|
||||||
|
|
||||||
let absDeltaX = Math.abs(deltaX);
|
r.Surface.forEach((inIndexMap) =>
|
||||||
let absDeltaY = Math.abs(deltaY);
|
{
|
||||||
let absDeltaZ = Math.abs(deltaZ);
|
let coords = Region.IndexToCoords(inIndexMap);
|
||||||
|
let cube = new T.Mesh(geometry, shaderBlue);
|
||||||
|
cube.position.set(...coords);
|
||||||
|
scene.add(cube);
|
||||||
|
});
|
||||||
|
*/
|
||||||
|
|
||||||
let max = absDeltaX;
|
light.position.set(-1, 2, 4);
|
||||||
if(absDeltaY > max){ max = absDeltaY; }
|
camera.position.set(0, 0, 2);
|
||||||
if(absDeltaZ > max){ max = absDeltaZ; }
|
|
||||||
|
|
||||||
let lerp = 0.49/max;
|
let dirty = false;
|
||||||
|
const update = inTime =>
|
||||||
|
{
|
||||||
|
let timeNew = new Date();
|
||||||
|
let timeDelta = timeNew - inTime;
|
||||||
|
|
||||||
if(lerp <= 1)
|
let delta = timeDelta * 0.001;
|
||||||
{
|
object.rotation.x += delta;
|
||||||
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);
|
controls.update();
|
||||||
|
|
||||||
inArray[pointX] = limited[0];
|
dirty = true;
|
||||||
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 surface = Region.Surface(voxels);
|
|
||||||
let vertsCube = new Float32Array(surface.vertices.flat());
|
|
||||||
let surfaceCubeGeometry = new THREE.BufferGeometry();
|
|
||||||
surfaceCubeGeometry.setAttribute('position', new THREE.BufferAttribute(vertsCube, 3) );
|
|
||||||
surfaceCubeGeometry.setIndex(surface.triPointVert);
|
|
||||||
surfaceCubeGeometry.computeVertexNormals(true);
|
|
||||||
let surfaceCubeObject = new THREE.Mesh(
|
|
||||||
surfaceCubeGeometry,
|
|
||||||
new THREE.MeshBasicMaterial({color:0x666666, wireframe:true, side:THREE.DoubleSide})
|
|
||||||
);
|
|
||||||
|
|
||||||
|
|
||||||
let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 10));
|
|
||||||
let surfaceSmoothGeometry = new THREE.BufferGeometry();
|
|
||||||
surfaceSmoothGeometry.setAttribute('position', new THREE.BufferAttribute(vertsSmooth, 3) );
|
|
||||||
surfaceSmoothGeometry.setIndex(surface.triPointVert);
|
|
||||||
surfaceSmoothGeometry.computeVertexNormals(true);
|
|
||||||
let surfaceSmoothObject = new THREE.Mesh(
|
|
||||||
surfaceSmoothGeometry,
|
|
||||||
new THREE.MeshBasicMaterial({color:0xffffff, wireframe:true, side:THREE.DoubleSide, flatShading:true})
|
|
||||||
);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
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, inDelta){}
|
|
||||||
};
|
|
||||||
|
|
||||||
|
setTimeout(()=>update(timeNew), 100);
|
||||||
}
|
}
|
||||||
|
|
||||||
Scene(surfaceTest());
|
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);
|
||||||
|
};
|
||||||
|
|
||||||
|
window.addEventListener("resize", resize);
|
||||||
|
resize();
|
||||||
|
render(0);
|
||||||
|
update(new Date());
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
</body>
|
</body>
|
||||||
|
169
region.js
169
region.js
@ -1,10 +1,53 @@
|
|||||||
|
export const Kernel =
|
||||||
|
{
|
||||||
|
Corners:
|
||||||
|
[
|
||||||
|
[ 1, 1, -1],
|
||||||
|
[ 1, -1, -1],
|
||||||
|
[-1, 1, -1],
|
||||||
|
[-1, -1, -1],
|
||||||
|
[ 1, 1, 1],
|
||||||
|
[ 1, -1, 1],
|
||||||
|
[-1, 1, 1],
|
||||||
|
[-1, -1, 1]
|
||||||
|
],
|
||||||
|
Cardinal:
|
||||||
|
[
|
||||||
|
[ 1, 0, 0],
|
||||||
|
[ 0, 1, 0],
|
||||||
|
[-1, 0, 0],
|
||||||
|
[ 0, -1, 0],
|
||||||
|
[ 0, 0, 1],
|
||||||
|
[ 0, 0, -1]
|
||||||
|
],
|
||||||
|
|
||||||
|
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 =
|
export const Region =
|
||||||
{
|
{
|
||||||
I(inX, inY, inZ)
|
Create()
|
||||||
|
{
|
||||||
|
return {
|
||||||
|
Voxels:[],
|
||||||
|
Filled:[],
|
||||||
|
Surface:[]
|
||||||
|
};
|
||||||
|
},
|
||||||
|
CoordsToIndex(inX, inY, inZ)
|
||||||
{
|
{
|
||||||
return inX + inY*16 + inZ*256;
|
return inX + inY*16 + inZ*256;
|
||||||
},
|
},
|
||||||
XYZ(inI)
|
IndexToCoords(inI)
|
||||||
{
|
{
|
||||||
let zWhole = Math.floor(inI / 256);
|
let zWhole = Math.floor(inI / 256);
|
||||||
let zPart = inI % 256;
|
let zPart = inI % 256;
|
||||||
@ -12,117 +55,27 @@ export const Region =
|
|||||||
let yPart = zPart % 16;
|
let yPart = zPart % 16;
|
||||||
return [yPart, yWhole, zWhole];
|
return [yPart, yWhole, zWhole];
|
||||||
},
|
},
|
||||||
Surface(inVoxels)
|
Update(inRegion)
|
||||||
{
|
{
|
||||||
var vertices = []; // array of surface vertices
|
inRegion.Filled = [];
|
||||||
var voxPointVert = []; // vox array, contains integer pointers to vertices
|
inRegion.Surface = [];
|
||||||
var triPointVert = []; // triangle array, contains integer pointers to vertices
|
|
||||||
var vertPointNeighbors = []; // vertex array, contains arrays of integer pointers to vertices
|
|
||||||
|
|
||||||
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)
|
|
||||||
{
|
|
||||||
let vert = Region.XYZ(inVoxIndex);
|
|
||||||
vertPointer = vertices.length;
|
|
||||||
voxPointVert[inVoxIndex] = vertPointer;
|
|
||||||
vertPointNeighbors.push([]);
|
|
||||||
vertices.push(vert);
|
|
||||||
|
|
||||||
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;
|
var i;
|
||||||
var x, y, z;
|
for(i=0; i<inRegion.Voxels.length; i++)
|
||||||
var BA, BU, BC, BR, TA, TU, TC, TR, CL, CD, CB;
|
|
||||||
for(i=0; i<inVoxels.length; i++)
|
|
||||||
{
|
{
|
||||||
if(inVoxels[i])
|
if(inRegion.Voxels[i])
|
||||||
{
|
{
|
||||||
[x, y, z] = Region.XYZ(i);
|
let coords = Region.IndexToCoords(i);
|
||||||
|
Kernel.Loop(Kernel.Corners, coords, (inX, inY, inZ)=>
|
||||||
// bottom: at, "up", corner, right
|
{
|
||||||
BA = i;
|
let offsetIndex = Region.CoordsToIndex(inX, inY, inZ);
|
||||||
BU = Region.I(x, y+1, z );
|
if(!inRegion.Voxels[offsetIndex])
|
||||||
BC = Region.I(x+1, y+1, z );
|
{
|
||||||
BR = Region.I(x+1, y, z );
|
inRegion.Surface.push(i);
|
||||||
|
return true;
|
||||||
// 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); }
|
|
||||||
if(!inVoxels[BR]){ Face(BC, BR, TR, TC); }
|
|
||||||
if(!inVoxels[TA]){ Face(TA, TU, TC, TR); }
|
|
||||||
|
|
||||||
if(!inVoxels[CL]){ Face(BA, BU, TU, TA); }
|
|
||||||
if(!inVoxels[CD]){ Face(BR, BA, TA, TR); }
|
|
||||||
if(!inVoxels[CB]){ Face(BA, BU, BC, BR); }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
console.log("looped over", i);
|
||||||
return {vertices, triPointVert, vertPointNeighbors};
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
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