139 lines
3.7 KiB
JavaScript
139 lines
3.7 KiB
JavaScript
// @ts-check
|
|
|
|
import * as T from 'three';
|
|
//import { FaceNormalsHelper } from 'three/examples/jsm/helpers/FaceNormalsHelper.js';
|
|
import { Scene } from './scene.js';
|
|
import Region from "./region.js";
|
|
|
|
let voxels = [];
|
|
voxels[Region.I(0, 0, 0)] = true;
|
|
|
|
|
|
let surfaceCubeGeometry = new T.BufferGeometry();
|
|
let surfaceCubeObject = new T.Mesh(
|
|
surfaceCubeGeometry,
|
|
new T.MeshPhongMaterial({color:0x666666, wireframe:false, flatShading:true, side:T.BackSide})
|
|
);
|
|
|
|
//var vnh = new FaceNormalsHelper( surfaceCubeObject, 1, 0xff0000 );
|
|
|
|
let rebuildSurface = inVoxels =>
|
|
{
|
|
let { pos, ind } = Region.Surface(inVoxels);
|
|
|
|
surfaceCubeGeometry.setAttribute("position", new T.BufferAttribute(pos, 3));
|
|
surfaceCubeGeometry.setIndex(ind);
|
|
};
|
|
rebuildSurface(voxels);
|
|
|
|
|
|
Scene({
|
|
DOM:"canvas",
|
|
Init(inScene)
|
|
{
|
|
let light = new T.PointLight(0xffffff, 1, 100)
|
|
light.position.set(5, 5, -5);
|
|
inScene.add(light)
|
|
inScene.add(surfaceCubeObject);
|
|
inScene.add(new T.GridHelper(10, 10));
|
|
inScene.add(new T.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(index, hit);
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
|
|
/* old smoothng functions
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
*/ |