159 lines
4.1 KiB
JavaScript
159 lines
4.1 KiB
JavaScript
// @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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let surfaceCubeGeometry = new T.BufferGeometry();
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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:true, side:T.DoubleSide})
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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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surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(pos, 3));
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surfaceCubeGeometry.setIndex(ind);
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surfaceCubeGeometry.computeVertexNormals();
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if(surfaceCubeNormalHelper) surfaceCubeNormalHelper.update();
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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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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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*/ |