<!doctype html> <html> <head> <style> html, body { margin:0; } canvas { position:absolute; top:0; left:0; display:block; width:100%; height:100%; } </style> </head> <body> <canvas></canvas> <script type="module"> import { Scene, THREE } from './scene.js'; import { Region } from "./region.js"; let surfaceTest = () => { let limit = (x, y, z, ax, ay, az) => { let centerX = Math.round(x); let centerY = Math.round(y); let centerZ = Math.round(z); let deltaX = ax-centerX; let deltaY = ay-centerY; let deltaZ = az-centerZ; let absDeltaX = Math.abs(deltaX); let absDeltaY = Math.abs(deltaY); let absDeltaZ = Math.abs(deltaZ); let max = absDeltaX; if(absDeltaY > max){ max = absDeltaY; } if(absDeltaZ > max){ max = absDeltaZ; } let lerp = 0.49/max; if(lerp <= 1) { 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); inArray[pointX] = limited[0]; 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 testGeometry = new THREE.BufferGeometry(); let testAttribute = new THREE.BufferAttribute(new Float32Array(0)); testGeometry.setAttribute("position", testAttribute, 3); console.log(testGeometry); testAttribute.array = new Float32Array([1, 2, 3]); testAttribute.needsUpdate = true; console.log(testGeometry); */ let surfaceCubeGeometry = new THREE.BufferGeometry(); let surfaceCubeObject = new THREE.Mesh( surfaceCubeGeometry, new THREE.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:THREE.DoubleSide}) ); let rebuildSurface = inVoxels => { let surface = Region.Surface(inVoxels); let vertsCube = new Float32Array(surface.vertices.flat()); surfaceCubeGeometry.setAttribute("position", new THREE.BufferAttribute(vertsCube, 3)); surfaceCubeGeometry.setIndex(surface.triPointVert); surfaceCubeGeometry.computeVertexNormals(true); }; rebuildSurface(voxels); 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, inScreen, inDelta) { var i, hits, hit, index; if(inScreen.Drag > 0) { hits = inScreen.Ray.intersectObject(surfaceCubeObject); if(hits.length) { hit = hits[0]; for(i=1; i<hits.length; i++) { if(hits[i].distance < hit.distance) { hit = hits[i]; } } index = Region.I(Math.floor(hit.point.x), Math.floor(hit.point.y), Math.floor(hit.point.z)); voxels[index] = true; rebuildSurface(voxels); console.log(hit); } } } }; } Scene(surfaceTest()); </script> </body> </html>