<!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 voxels = []; voxels[Region.I(2, 2, 2)] = true; voxels[Region.I(2, 3, 2)] = true; voxels[Region.I(3, 2, 2)] = true; let surface = Region.Surface(voxels) console.log(surface); let surfaceGeometry = new THREE.BufferGeometry(); surfaceGeometry.setAttribute('position', new THREE.BufferAttribute(surface.vert, 3) ); surfaceGeometry.setIndex(surface.triPointVert); surfaceGeometry.computeVertexNormals(); let surfaceObject = new THREE.Mesh( surfaceGeometry, new THREE.MeshBasicMaterial({color:0xaa9900, wireframe:true}) ); return { DOM:"canvas", Init(inScene) { inScene.add(surfaceObject); inScene.add(new THREE.GridHelper(10, 10)); }, Update(inScene, inDelta){} }; } let smoothTest = () => { let average = (inArray, inPointInd, ...inOthersInd) => { let sum = [0, 0, 0]; for(let i=0; i<inOthersInd.length; i++) { let otherInd = inOthersInd[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 = inOthersInd.length; let limit = (inCenter, inPoint) => { var limit; limit = inCenter-0.49; if(inPoint <= limit) { return limit; } limit = inCenter + 0.49; if(inPoint >= limit) { return limit; } return inPoint; } inArray[pointX] = limit(Math.round(inArray[pointX]), sum[0]/reducer); inArray[pointY] = limit(Math.round(inArray[pointY]), sum[1]/reducer); inArray[pointZ] = limit(Math.round(inArray[pointZ]), sum[2]/reducer); }; let smooth = (inArray, inTimes) => { let count = inArray.length/3; for(let t=0; t<inTimes; t++) { for(let i=0; i<count; i++) { if(i==0) { average(inArray, i, count-1, i+1); } else { if(i==count-1) { average(inArray, i, i-1, 0); } else { average(inArray, i, i-1, i+1); } } } } } let path = (inPoints, inSmoothing, inColor) => { let clone = [...inPoints]; smooth(clone, inSmoothing); const geometry = new THREE.BufferGeometry(); geometry.setAttribute('position', new THREE.Float32BufferAttribute( clone, 3 )); const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } ); const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } ); const output = new THREE.Group(); output.add( new THREE.Line( geometry, materialLine ) ); output.add( new THREE.Points( geometry, materialPoint ) ); return output; } const points = [ 4, 0, 0, 3, 0, 0, 2, 0, 0, 1, 0, 0, // 0, 0, 0, 0, 1, 0, 1, 1, 0, 2, 1, 0, 2, 2, 0, 3, 2, 0, 4, 2, 0, 4, 3, 0, // 5, 3, 0, 5, 2, 0, 5, 1, 0, 5, 0, 0, ]; return { DOM:"canvas", Init(inScene) { inScene.add(path(points, 0, 0xFF0000)); inScene.add(path(points, 10, 0x00ff00)); }, Update(scene, delta) { } } }; Scene(surfaceTest()); </script> </body> </html>