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830 lines
38 KiB
830 lines
38 KiB
2 years ago
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( function () {
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/**
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* Port of http://webglsamples.org/blob/blob.html
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*/
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class MarchingCubes extends THREE.ImmediateRenderObject {
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constructor( resolution, material, enableUvs, enableColors ) {
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super( material );
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const scope = this; // temp buffers used in polygonize
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const vlist = new Float32Array( 12 * 3 );
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const nlist = new Float32Array( 12 * 3 );
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const clist = new Float32Array( 12 * 3 );
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this.enableUvs = enableUvs !== undefined ? enableUvs : false;
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this.enableColors = enableColors !== undefined ? enableColors : false; // functions have to be object properties
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// prototype functions kill performance
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// (tested and it was 4x slower !!!)
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this.init = function ( resolution ) {
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this.resolution = resolution; // parameters
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this.isolation = 80.0; // size of field, 32 is pushing it in Javascript :)
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this.size = resolution;
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this.size2 = this.size * this.size;
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this.size3 = this.size2 * this.size;
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this.halfsize = this.size / 2.0; // deltas
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this.delta = 2.0 / this.size;
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this.yd = this.size;
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this.zd = this.size2;
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this.field = new Float32Array( this.size3 );
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this.normal_cache = new Float32Array( this.size3 * 3 );
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this.palette = new Float32Array( this.size3 * 3 ); // immediate render mode simulator
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this.maxCount = 4096; // TODO: find the fastest size for this buffer
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this.count = 0;
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this.hasPositions = false;
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this.hasNormals = false;
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this.hasColors = false;
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this.hasUvs = false;
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this.positionArray = new Float32Array( this.maxCount * 3 );
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this.normalArray = new Float32Array( this.maxCount * 3 );
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if ( this.enableUvs ) {
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this.uvArray = new Float32Array( this.maxCount * 2 );
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}
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if ( this.enableColors ) {
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this.colorArray = new Float32Array( this.maxCount * 3 );
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}
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}; ///////////////////////
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// Polygonization
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///////////////////////
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function lerp( a, b, t ) {
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return a + ( b - a ) * t;
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}
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function VIntX( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
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const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
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nc = scope.normal_cache;
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vlist[ offset + 0 ] = x + mu * scope.delta;
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vlist[ offset + 1 ] = y;
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vlist[ offset + 2 ] = z;
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nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q + 3 ], mu );
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nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
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nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
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clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
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clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
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clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
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}
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function VIntY( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
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const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
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nc = scope.normal_cache;
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vlist[ offset + 0 ] = x;
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vlist[ offset + 1 ] = y + mu * scope.delta;
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vlist[ offset + 2 ] = z;
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const q2 = q + scope.yd * 3;
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nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
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nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
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nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
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clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
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clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
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clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
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}
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function VIntZ( q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2 ) {
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const mu = ( isol - valp1 ) / ( valp2 - valp1 ),
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nc = scope.normal_cache;
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vlist[ offset + 0 ] = x;
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vlist[ offset + 1 ] = y;
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vlist[ offset + 2 ] = z + mu * scope.delta;
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const q2 = q + scope.zd * 3;
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nlist[ offset + 0 ] = lerp( nc[ q + 0 ], nc[ q2 + 0 ], mu );
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nlist[ offset + 1 ] = lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
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nlist[ offset + 2 ] = lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
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clist[ offset + 0 ] = lerp( scope.palette[ c_offset1 * 3 + 0 ], scope.palette[ c_offset2 * 3 + 0 ], mu );
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clist[ offset + 1 ] = lerp( scope.palette[ c_offset1 * 3 + 1 ], scope.palette[ c_offset2 * 3 + 1 ], mu );
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clist[ offset + 2 ] = lerp( scope.palette[ c_offset1 * 3 + 2 ], scope.palette[ c_offset2 * 3 + 2 ], mu );
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}
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function compNorm( q ) {
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const q3 = q * 3;
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if ( scope.normal_cache[ q3 ] === 0.0 ) {
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scope.normal_cache[ q3 + 0 ] = scope.field[ q - 1 ] - scope.field[ q + 1 ];
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scope.normal_cache[ q3 + 1 ] = scope.field[ q - scope.yd ] - scope.field[ q + scope.yd ];
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scope.normal_cache[ q3 + 2 ] = scope.field[ q - scope.zd ] - scope.field[ q + scope.zd ];
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}
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} // Returns total number of triangles. Fills triangles.
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// (this is where most of time is spent - it's inner work of O(n3) loop )
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function polygonize( fx, fy, fz, q, isol, renderCallback ) {
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// cache indices
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const q1 = q + 1,
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qy = q + scope.yd,
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qz = q + scope.zd,
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q1y = q1 + scope.yd,
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q1z = q1 + scope.zd,
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qyz = q + scope.yd + scope.zd,
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q1yz = q1 + scope.yd + scope.zd;
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let cubeindex = 0;
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const field0 = scope.field[ q ],
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field1 = scope.field[ q1 ],
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field2 = scope.field[ qy ],
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field3 = scope.field[ q1y ],
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field4 = scope.field[ qz ],
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field5 = scope.field[ q1z ],
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field6 = scope.field[ qyz ],
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field7 = scope.field[ q1yz ];
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if ( field0 < isol ) cubeindex |= 1;
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if ( field1 < isol ) cubeindex |= 2;
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if ( field2 < isol ) cubeindex |= 8;
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if ( field3 < isol ) cubeindex |= 4;
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if ( field4 < isol ) cubeindex |= 16;
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if ( field5 < isol ) cubeindex |= 32;
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if ( field6 < isol ) cubeindex |= 128;
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if ( field7 < isol ) cubeindex |= 64; // if cube is entirely in/out of the surface - bail, nothing to draw
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const bits = edgeTable[ cubeindex ];
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if ( bits === 0 ) return 0;
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const d = scope.delta,
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fx2 = fx + d,
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fy2 = fy + d,
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fz2 = fz + d; // top of the cube
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if ( bits & 1 ) {
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compNorm( q );
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compNorm( q1 );
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VIntX( q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1 );
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}
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if ( bits & 2 ) {
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compNorm( q1 );
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compNorm( q1y );
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VIntY( q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y );
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}
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if ( bits & 4 ) {
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compNorm( qy );
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compNorm( q1y );
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VIntX( qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y );
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}
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if ( bits & 8 ) {
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compNorm( q );
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compNorm( qy );
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VIntY( q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy );
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} // bottom of the cube
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if ( bits & 16 ) {
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compNorm( qz );
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compNorm( q1z );
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VIntX( qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z );
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}
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if ( bits & 32 ) {
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compNorm( q1z );
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compNorm( q1yz );
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VIntY( q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz );
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}
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if ( bits & 64 ) {
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compNorm( qyz );
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compNorm( q1yz );
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VIntX( qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz );
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}
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if ( bits & 128 ) {
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compNorm( qz );
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compNorm( qyz );
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VIntY( qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz );
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} // vertical lines of the cube
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if ( bits & 256 ) {
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compNorm( q );
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compNorm( qz );
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VIntZ( q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz );
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}
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if ( bits & 512 ) {
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compNorm( q1 );
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compNorm( q1z );
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VIntZ( q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z );
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}
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if ( bits & 1024 ) {
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compNorm( q1y );
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compNorm( q1yz );
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VIntZ( q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz );
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}
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if ( bits & 2048 ) {
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compNorm( qy );
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compNorm( qyz );
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VIntZ( qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz );
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}
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cubeindex <<= 4; // re-purpose cubeindex into an offset into triTable
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let o1,
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o2,
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o3,
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numtris = 0,
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i = 0; // here is where triangles are created
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while ( triTable[ cubeindex + i ] != - 1 ) {
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o1 = cubeindex + i;
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o2 = o1 + 1;
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o3 = o1 + 2;
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posnormtriv( vlist, nlist, clist, 3 * triTable[ o1 ], 3 * triTable[ o2 ], 3 * triTable[ o3 ], renderCallback );
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i += 3;
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numtris ++;
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}
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return numtris;
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} /////////////////////////////////////
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// Immediate render mode simulator
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/////////////////////////////////////
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function posnormtriv( pos, norm, colors, o1, o2, o3, renderCallback ) {
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const c = scope.count * 3; // positions
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scope.positionArray[ c + 0 ] = pos[ o1 ];
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scope.positionArray[ c + 1 ] = pos[ o1 + 1 ];
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scope.positionArray[ c + 2 ] = pos[ o1 + 2 ];
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scope.positionArray[ c + 3 ] = pos[ o2 ];
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scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
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scope.positionArray[ c + 5 ] = pos[ o2 + 2 ];
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scope.positionArray[ c + 6 ] = pos[ o3 ];
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scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
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scope.positionArray[ c + 8 ] = pos[ o3 + 2 ]; // normals
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if ( scope.material.flatShading === true ) {
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const nx = ( norm[ o1 + 0 ] + norm[ o2 + 0 ] + norm[ o3 + 0 ] ) / 3;
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const ny = ( norm[ o1 + 1 ] + norm[ o2 + 1 ] + norm[ o3 + 1 ] ) / 3;
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const nz = ( norm[ o1 + 2 ] + norm[ o2 + 2 ] + norm[ o3 + 2 ] ) / 3;
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scope.normalArray[ c + 0 ] = nx;
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scope.normalArray[ c + 1 ] = ny;
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scope.normalArray[ c + 2 ] = nz;
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scope.normalArray[ c + 3 ] = nx;
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scope.normalArray[ c + 4 ] = ny;
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scope.normalArray[ c + 5 ] = nz;
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scope.normalArray[ c + 6 ] = nx;
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scope.normalArray[ c + 7 ] = ny;
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scope.normalArray[ c + 8 ] = nz;
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} else {
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scope.normalArray[ c + 0 ] = norm[ o1 + 0 ];
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scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
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scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
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scope.normalArray[ c + 3 ] = norm[ o2 + 0 ];
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scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
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scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
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scope.normalArray[ c + 6 ] = norm[ o3 + 0 ];
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scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
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scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
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} // uvs
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if ( scope.enableUvs ) {
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const d = scope.count * 2;
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scope.uvArray[ d + 0 ] = pos[ o1 + 0 ];
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scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
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scope.uvArray[ d + 2 ] = pos[ o2 + 0 ];
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scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
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scope.uvArray[ d + 4 ] = pos[ o3 + 0 ];
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scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
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} // colors
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if ( scope.enableColors ) {
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scope.colorArray[ c + 0 ] = colors[ o1 + 0 ];
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scope.colorArray[ c + 1 ] = colors[ o1 + 1 ];
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scope.colorArray[ c + 2 ] = colors[ o1 + 2 ];
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scope.colorArray[ c + 3 ] = colors[ o2 + 0 ];
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scope.colorArray[ c + 4 ] = colors[ o2 + 1 ];
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scope.colorArray[ c + 5 ] = colors[ o2 + 2 ];
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scope.colorArray[ c + 6 ] = colors[ o3 + 0 ];
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scope.colorArray[ c + 7 ] = colors[ o3 + 1 ];
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scope.colorArray[ c + 8 ] = colors[ o3 + 2 ];
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}
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scope.count += 3;
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if ( scope.count >= scope.maxCount - 3 ) {
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scope.hasPositions = true;
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scope.hasNormals = true;
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if ( scope.enableUvs ) {
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scope.hasUvs = true;
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}
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if ( scope.enableColors ) {
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scope.hasColors = true;
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}
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renderCallback( scope );
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}
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}
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this.begin = function () {
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this.count = 0;
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this.hasPositions = false;
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this.hasNormals = false;
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this.hasUvs = false;
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this.hasColors = false;
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};
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this.end = function ( renderCallback ) {
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if ( this.count === 0 ) return;
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for ( let i = this.count * 3; i < this.positionArray.length; i ++ ) {
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this.positionArray[ i ] = 0.0;
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||
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}
|
||
|
|
||
|
this.hasPositions = true;
|
||
|
this.hasNormals = true;
|
||
|
|
||
|
if ( this.enableUvs && this.material.map ) {
|
||
|
|
||
|
this.hasUvs = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.enableColors && this.material.vertexColors !== THREE.NoColors ) {
|
||
|
|
||
|
this.hasColors = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
renderCallback( this );
|
||
|
|
||
|
}; /////////////////////////////////////
|
||
|
// Metaballs
|
||
|
/////////////////////////////////////
|
||
|
// Adds a reciprocal ball (nice and blobby) that, to be fast, fades to zero after
|
||
|
// a fixed distance, determined by strength and subtract.
|
||
|
|
||
|
|
||
|
this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {
|
||
|
|
||
|
const sign = Math.sign( strength );
|
||
|
strength = Math.abs( strength );
|
||
|
const userDefineColor = ! ( colors === undefined || colors === null );
|
||
|
let ballColor = new THREE.Color( ballx, bally, ballz );
|
||
|
|
||
|
if ( userDefineColor ) {
|
||
|
|
||
|
try {
|
||
|
|
||
|
ballColor = colors instanceof THREE.Color ? colors : Array.isArray( colors ) ? new THREE.Color( Math.min( Math.abs( colors[ 0 ] ), 1 ), Math.min( Math.abs( colors[ 1 ] ), 1 ), Math.min( Math.abs( colors[ 2 ] ), 1 ) ) : new THREE.Color( colors );
|
||
|
|
||
|
} catch ( err ) {
|
||
|
|
||
|
ballColor = new THREE.Color( ballx, bally, ballz );
|
||
|
|
||
|
}
|
||
|
|
||
|
} // Let's solve the equation to find the radius:
|
||
|
// 1.0 / (0.000001 + radius^2) * strength - subtract = 0
|
||
|
// strength / (radius^2) = subtract
|
||
|
// strength = subtract * radius^2
|
||
|
// radius^2 = strength / subtract
|
||
|
// radius = sqrt(strength / subtract)
|
||
|
|
||
|
|
||
|
const radius = this.size * Math.sqrt( strength / subtract ),
|
||
|
zs = ballz * this.size,
|
||
|
ys = bally * this.size,
|
||
|
xs = ballx * this.size;
|
||
|
let min_z = Math.floor( zs - radius );
|
||
|
if ( min_z < 1 ) min_z = 1;
|
||
|
let max_z = Math.floor( zs + radius );
|
||
|
if ( max_z > this.size - 1 ) max_z = this.size - 1;
|
||
|
let min_y = Math.floor( ys - radius );
|
||
|
if ( min_y < 1 ) min_y = 1;
|
||
|
let max_y = Math.floor( ys + radius );
|
||
|
if ( max_y > this.size - 1 ) max_y = this.size - 1;
|
||
|
let min_x = Math.floor( xs - radius );
|
||
|
if ( min_x < 1 ) min_x = 1;
|
||
|
let max_x = Math.floor( xs + radius );
|
||
|
if ( max_x > this.size - 1 ) max_x = this.size - 1; // Don't polygonize in the outer layer because normals aren't
|
||
|
// well-defined there.
|
||
|
|
||
|
let x, y, z, y_offset, z_offset, fx, fy, fz, fz2, fy2, val;
|
||
|
|
||
|
for ( z = min_z; z < max_z; z ++ ) {
|
||
|
|
||
|
z_offset = this.size2 * z;
|
||
|
fz = z / this.size - ballz;
|
||
|
fz2 = fz * fz;
|
||
|
|
||
|
for ( y = min_y; y < max_y; y ++ ) {
|
||
|
|
||
|
y_offset = z_offset + this.size * y;
|
||
|
fy = y / this.size - bally;
|
||
|
fy2 = fy * fy;
|
||
|
|
||
|
for ( x = min_x; x < max_x; x ++ ) {
|
||
|
|
||
|
fx = x / this.size - ballx;
|
||
|
val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
|
||
|
|
||
|
if ( val > 0.0 ) {
|
||
|
|
||
|
this.field[ y_offset + x ] += val * sign; // optimization
|
||
|
// http://www.geisswerks.com/ryan/BLOBS/blobs.html
|
||
|
|
||
|
const ratio = Math.sqrt( ( x - xs ) * ( x - xs ) + ( y - ys ) * ( y - ys ) + ( z - zs ) * ( z - zs ) ) / radius;
|
||
|
const contrib = 1 - ratio * ratio * ratio * ( ratio * ( ratio * 6 - 15 ) + 10 );
|
||
|
this.palette[ ( y_offset + x ) * 3 + 0 ] += ballColor.r * contrib;
|
||
|
this.palette[ ( y_offset + x ) * 3 + 1 ] += ballColor.g * contrib;
|
||
|
this.palette[ ( y_offset + x ) * 3 + 2 ] += ballColor.b * contrib;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.addPlaneX = function ( strength, subtract ) {
|
||
|
|
||
|
// cache attribute lookups
|
||
|
const size = this.size,
|
||
|
yd = this.yd,
|
||
|
zd = this.zd,
|
||
|
field = this.field;
|
||
|
let x,
|
||
|
y,
|
||
|
z,
|
||
|
xx,
|
||
|
val,
|
||
|
xdiv,
|
||
|
cxy,
|
||
|
dist = size * Math.sqrt( strength / subtract );
|
||
|
if ( dist > size ) dist = size;
|
||
|
|
||
|
for ( x = 0; x < dist; x ++ ) {
|
||
|
|
||
|
xdiv = x / size;
|
||
|
xx = xdiv * xdiv;
|
||
|
val = strength / ( 0.0001 + xx ) - subtract;
|
||
|
|
||
|
if ( val > 0.0 ) {
|
||
|
|
||
|
for ( y = 0; y < size; y ++ ) {
|
||
|
|
||
|
cxy = x + y * yd;
|
||
|
|
||
|
for ( z = 0; z < size; z ++ ) {
|
||
|
|
||
|
field[ zd * z + cxy ] += val;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.addPlaneY = function ( strength, subtract ) {
|
||
|
|
||
|
// cache attribute lookups
|
||
|
const size = this.size,
|
||
|
yd = this.yd,
|
||
|
zd = this.zd,
|
||
|
field = this.field;
|
||
|
let x,
|
||
|
y,
|
||
|
z,
|
||
|
yy,
|
||
|
val,
|
||
|
ydiv,
|
||
|
cy,
|
||
|
cxy,
|
||
|
dist = size * Math.sqrt( strength / subtract );
|
||
|
if ( dist > size ) dist = size;
|
||
|
|
||
|
for ( y = 0; y < dist; y ++ ) {
|
||
|
|
||
|
ydiv = y / size;
|
||
|
yy = ydiv * ydiv;
|
||
|
val = strength / ( 0.0001 + yy ) - subtract;
|
||
|
|
||
|
if ( val > 0.0 ) {
|
||
|
|
||
|
cy = y * yd;
|
||
|
|
||
|
for ( x = 0; x < size; x ++ ) {
|
||
|
|
||
|
cxy = cy + x;
|
||
|
|
||
|
for ( z = 0; z < size; z ++ ) field[ zd * z + cxy ] += val;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.addPlaneZ = function ( strength, subtract ) {
|
||
|
|
||
|
// cache attribute lookups
|
||
|
const size = this.size,
|
||
|
yd = this.yd,
|
||
|
zd = this.zd,
|
||
|
field = this.field;
|
||
|
let x,
|
||
|
y,
|
||
|
z,
|
||
|
zz,
|
||
|
val,
|
||
|
zdiv,
|
||
|
cz,
|
||
|
cyz,
|
||
|
dist = size * Math.sqrt( strength / subtract );
|
||
|
if ( dist > size ) dist = size;
|
||
|
|
||
|
for ( z = 0; z < dist; z ++ ) {
|
||
|
|
||
|
zdiv = z / size;
|
||
|
zz = zdiv * zdiv;
|
||
|
val = strength / ( 0.0001 + zz ) - subtract;
|
||
|
|
||
|
if ( val > 0.0 ) {
|
||
|
|
||
|
cz = zd * z;
|
||
|
|
||
|
for ( y = 0; y < size; y ++ ) {
|
||
|
|
||
|
cyz = cz + y * yd;
|
||
|
|
||
|
for ( x = 0; x < size; x ++ ) field[ cyz + x ] += val;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}; /////////////////////////////////////
|
||
|
// Updates
|
||
|
/////////////////////////////////////
|
||
|
|
||
|
|
||
|
this.setCell = function ( x, y, z, value ) {
|
||
|
|
||
|
const index = this.size2 * z + this.size * y + x;
|
||
|
this.field[ index ] = value;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.getCell = function ( x, y, z ) {
|
||
|
|
||
|
const index = this.size2 * z + this.size * y + x;
|
||
|
return this.field[ index ];
|
||
|
|
||
|
};
|
||
|
|
||
|
this.blur = function ( intensity = 1 ) {
|
||
|
|
||
|
const field = this.field;
|
||
|
const fieldCopy = field.slice();
|
||
|
const size = this.size;
|
||
|
const size2 = this.size2;
|
||
|
|
||
|
for ( let x = 0; x < size; x ++ ) {
|
||
|
|
||
|
for ( let y = 0; y < size; y ++ ) {
|
||
|
|
||
|
for ( let z = 0; z < size; z ++ ) {
|
||
|
|
||
|
const index = size2 * z + size * y + x;
|
||
|
let val = fieldCopy[ index ];
|
||
|
let count = 1;
|
||
|
|
||
|
for ( let x2 = - 1; x2 <= 1; x2 += 2 ) {
|
||
|
|
||
|
const x3 = x2 + x;
|
||
|
if ( x3 < 0 || x3 >= size ) continue;
|
||
|
|
||
|
for ( let y2 = - 1; y2 <= 1; y2 += 2 ) {
|
||
|
|
||
|
const y3 = y2 + y;
|
||
|
if ( y3 < 0 || y3 >= size ) continue;
|
||
|
|
||
|
for ( let z2 = - 1; z2 <= 1; z2 += 2 ) {
|
||
|
|
||
|
const z3 = z2 + z;
|
||
|
if ( z3 < 0 || z3 >= size ) continue;
|
||
|
const index2 = size2 * z3 + size * y3 + x3;
|
||
|
const val2 = fieldCopy[ index2 ];
|
||
|
count ++;
|
||
|
val += intensity * ( val2 - val ) / count;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
field[ index ] = val;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.reset = function () {
|
||
|
|
||
|
// wipe the normal cache
|
||
|
for ( let i = 0; i < this.size3; i ++ ) {
|
||
|
|
||
|
this.normal_cache[ i * 3 ] = 0.0;
|
||
|
this.field[ i ] = 0.0;
|
||
|
this.palette[ i * 3 ] = this.palette[ i * 3 + 1 ] = this.palette[ i * 3 + 2 ] = 0.0;
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
this.render = function ( renderCallback ) {
|
||
|
|
||
|
this.begin(); // Triangulate. Yeah, this is slow.
|
||
|
|
||
|
const smin2 = this.size - 2;
|
||
|
|
||
|
for ( let z = 1; z < smin2; z ++ ) {
|
||
|
|
||
|
const z_offset = this.size2 * z;
|
||
|
const fz = ( z - this.halfsize ) / this.halfsize; //+ 1
|
||
|
|
||
|
for ( let y = 1; y < smin2; y ++ ) {
|
||
|
|
||
|
const y_offset = z_offset + this.size * y;
|
||
|
const fy = ( y - this.halfsize ) / this.halfsize; //+ 1
|
||
|
|
||
|
for ( let x = 1; x < smin2; x ++ ) {
|
||
|
|
||
|
const fx = ( x - this.halfsize ) / this.halfsize; //+ 1
|
||
|
|
||
|
const q = y_offset + x;
|
||
|
polygonize( fx, fy, fz, q, this.isolation, renderCallback );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
this.end( renderCallback );
|
||
|
|
||
|
};
|
||
|
|
||
|
this.generateGeometry = function () {
|
||
|
|
||
|
console.warn( 'THREE.MarchingCubes: generateGeometry() now returns THREE.BufferGeometry' );
|
||
|
return this.generateBufferGeometry();
|
||
|
|
||
|
};
|
||
|
|
||
|
function concatenate( a, b, length ) {
|
||
|
|
||
|
const result = new Float32Array( a.length + length );
|
||
|
result.set( a, 0 );
|
||
|
result.set( b.slice( 0, length ), a.length );
|
||
|
return result;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.generateBufferGeometry = function () {
|
||
|
|
||
|
const geo = new THREE.BufferGeometry();
|
||
|
let posArray = new Float32Array();
|
||
|
let normArray = new Float32Array();
|
||
|
let colorArray = new Float32Array();
|
||
|
let uvArray = new Float32Array();
|
||
|
const scope = this;
|
||
|
|
||
|
const geo_callback = function ( object ) {
|
||
|
|
||
|
if ( scope.hasPositions ) posArray = concatenate( posArray, object.positionArray, object.count * 3 );
|
||
|
if ( scope.hasNormals ) normArray = concatenate( normArray, object.normalArray, object.count * 3 );
|
||
|
if ( scope.hasColors ) colorArray = concatenate( colorArray, object.colorArray, object.count * 3 );
|
||
|
if ( scope.hasUvs ) uvArray = concatenate( uvArray, object.uvArray, object.count * 2 );
|
||
|
object.count = 0;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.render( geo_callback );
|
||
|
if ( this.hasPositions ) geo.setAttribute( 'position', new THREE.BufferAttribute( posArray, 3 ) );
|
||
|
if ( this.hasNormals ) geo.setAttribute( 'normal', new THREE.BufferAttribute( normArray, 3 ) );
|
||
|
if ( this.hasColors ) geo.setAttribute( 'color', new THREE.BufferAttribute( colorArray, 3 ) );
|
||
|
if ( this.hasUvs ) geo.setAttribute( 'uv', new THREE.BufferAttribute( uvArray, 2 ) );
|
||
|
return geo;
|
||
|
|
||
|
};
|
||
|
|
||
|
this.init( resolution );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
MarchingCubes.prototype.isMarchingCubes = true; /////////////////////////////////////
|
||
|
// Marching cubes lookup tables
|
||
|
/////////////////////////////////////
|
||
|
// These tables are straight from Paul Bourke's page:
|
||
|
// http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
|
||
|
// who in turn got them from Cory Gene Bloyd.
|
||
|
|
||
|
const edgeTable = new Int32Array( [ 0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 0x190, 0x99, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 0x230, 0x339, 0x33, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 0x3a0, 0x2a9, 0x1a3, 0xaa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 0x460, 0x569, 0x663, 0x76a, 0x66, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0xcc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x55, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0xff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x66, 0x76a, 0x663, 0x569, 0x460, 0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa, 0x1a3, 0x2a9, 0x3a0, 0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33, 0x339, 0x230, 0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99, 0x190, 0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 ] );
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const triTable = new Int32Array( [ - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 8, 3, 9, 8, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 8, 3, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 0, 2, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 8, 3, 2, 10, 8, 10, 9, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 8, 11, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 9, 0, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 2, 1, 9, 11, 9, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 10, 1, 11, 10, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 10, 1, 0, 8, 10, 8, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 9, 0, 3, 11, 9, 11, 10, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 8, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 3, 0, 7, 3, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 1, 9, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 1, 9, 4, 7, 1, 7, 3, 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 4, 7, 3, 0, 4, 1, 2, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 2, 10, 9, 0, 2, 8, 4, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, - 1, - 1, - 1, - 1, 8, 4, 7, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 11, 4, 7, 11, 2, 4, 2, 0, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 0, 1, 8, 4, 7, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, - 1, - 1, - 1, - 1, 3, 10, 1, 3, 11, 10, 7, 8, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, - 1, - 1, - 1, - 1, 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 4, 7, 11, 4, 11, 9, 9, 11, 10, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 4, 0, 8, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 1, 5, 0, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 8, 5, 4, 8, 3, 5, 3, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 2, 10, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 3, 0, 8, 1, 2, 10, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 5, 2, 10, 5, 4, 2, 4, 0, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, - 1, - 1, - 1, - 1, 9, 5, 4, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 11, 2, 0, 8, 11, 4, 9, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 5, 4, 0, 1, 5, 2, 3, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, - 1, - 1, - 1, - 1, 10, 3, 11, 10, 1, 3, 9, 5, 4, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, - 1, - 1, - 1, - 1, 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, - 1, - 1, - 1, - 1, 5, 4, 8, 5, 8, 10, 10, 8, 11, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 5, 7, 9, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 3, 0, 9, 5, 3, 5, 7, 3, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 0, 7, 8, 0, 1, 7, 1, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 1, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 7, 8, 9, 5, 7, 10, 1, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, - 1, - 1, - 1, - 1, 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, - 1, - 1, - 1, - 1, 2, 10, 5, 2, 5, 3, 3, 5, 7, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 7, 9, 5, 7, 8, 9, 3, 11, 2, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, - 1, - 1, - 1, - 1, 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, - 1, - 1, - 1, - 1, 11, 2, 1, 11, 1, 7, 7, 1, 5, - 1, - 1, - 1, - 1, - 1, - 1, - 1, 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, - 1, - 1, - 1, - 1, 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, - 1, 11, 10, 0, 11, 0, 3, 10,
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THREE.MarchingCubes = MarchingCubes;
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THREE.edgeTable = edgeTable;
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THREE.triTable = triTable;
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} )();
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