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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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"use strict"; import { BufferAttribute } from "three"; import { BufferGeometry } from "three"; import { Color } from "three"; const vlist = new Float32Array(12 * 3); const nlist = new Float32Array(12 * 3); const clist = new Float32Array(12 * 3); function lerp(a, b, t) { return a + (b - a) * t; } class MarchingCubes extends BufferGeometry { constructor(resolution, enableUvs, enableColors) { super(); this.resolution = resolution; this.isMarchingCubes = true; this.isolation = 80; this.size = -1; this.size2 = -1; this.size3 = -1; this.halfsize = -1; this.delta = -1; this.yd = -1; this.zd = -1; this.count = -1; this.maxCount = -1; this.enableUvs = enableUvs !== void 0 ? enableUvs : false; this.enableColors = enableColors !== void 0 ? enableColors : false; this.size = this.resolution; this.size2 = this.size * this.size; this.size3 = this.size2 * this.size; this.halfsize = this.size / 2; this.delta = 2 / this.size; this.yd = this.size; this.zd = this.size2; this.field = new Float32Array(this.size3); this.normal_cache = new Float32Array(this.size3 * 3); this.palette = new Float32Array(this.size3 * 3); this.maxCount = this.size3; this.count = 0; this.positionArray = new Float32Array(this.maxCount * 3); this.setAttribute("position", new BufferAttribute(this.positionArray, 3)); this.normalArray = new Float32Array(this.maxCount * 3); this.setAttribute("normal", new BufferAttribute(this.normalArray, 3)); if (this.enableUvs) { this.uvArray = new Float32Array(this.maxCount * 2); this.setAttribute("uv", new BufferAttribute(this.uvArray, 2)); } if (this.enableColors) { this.colorArray = new Float32Array(this.maxCount * 3); this.setAttribute("color", new BufferAttribute(this.colorArray, 3)); } const polygonize = (fx, fy, fz, q, isol) => { const q1 = q + 1, qy = q + this.yd, qz = q + this.zd, q1y = q1 + this.yd, q1z = q1 + this.zd, qyz = q + this.yd + this.zd, q1yz = q1 + this.yd + this.zd; let cubeindex = 0; const field0 = this.field[q], field1 = this.field[q1], field2 = this.field[qy], field3 = this.field[q1y], field4 = this.field[qz], field5 = this.field[q1z], field6 = this.field[qyz], field7 = this.field[q1yz]; if (field0 < isol) cubeindex |= 1; if (field1 < isol) cubeindex |= 2; if (field2 < isol) cubeindex |= 8; if (field3 < isol) cubeindex |= 4; if (field4 < isol) cubeindex |= 16; if (field5 < isol) cubeindex |= 32; if (field6 < isol) cubeindex |= 128; if (field7 < isol) cubeindex |= 64; const bits = edgeTable[cubeindex]; if (bits === 0) return 0; const d = this.delta, fx2 = fx + d, fy2 = fy + d, fz2 = fz + d; if (bits & 1) { compNorm(q); compNorm(q1); VIntX(q * 3, 0, isol, fx, fy, fz, field0, field1, q, q1); } if (bits & 2) { compNorm(q1); compNorm(q1y); VIntY(q1 * 3, 3, isol, fx2, fy, fz, field1, field3, q1, q1y); } if (bits & 4) { compNorm(qy); compNorm(q1y); VIntX(qy * 3, 6, isol, fx, fy2, fz, field2, field3, qy, q1y); } if (bits & 8) { compNorm(q); compNorm(qy); VIntY(q * 3, 9, isol, fx, fy, fz, field0, field2, q, qy); } if (bits & 16) { compNorm(qz); compNorm(q1z); VIntX(qz * 3, 12, isol, fx, fy, fz2, field4, field5, qz, q1z); } if (bits & 32) { compNorm(q1z); compNorm(q1yz); VIntY(q1z * 3, 15, isol, fx2, fy, fz2, field5, field7, q1z, q1yz); } if (bits & 64) { compNorm(qyz); compNorm(q1yz); VIntX(qyz * 3, 18, isol, fx, fy2, fz2, field6, field7, qyz, q1yz); } if (bits & 128) { compNorm(qz); compNorm(qyz); VIntY(qz * 3, 21, isol, fx, fy, fz2, field4, field6, qz, qyz); } if (bits & 256) { compNorm(q); compNorm(qz); VIntZ(q * 3, 24, isol, fx, fy, fz, field0, field4, q, qz); } if (bits & 512) { compNorm(q1); compNorm(q1z); VIntZ(q1 * 3, 27, isol, fx2, fy, fz, field1, field5, q1, q1z); } if (bits & 1024) { compNorm(q1y); compNorm(q1yz); VIntZ(q1y * 3, 30, isol, fx2, fy2, fz, field3, field7, q1y, q1yz); } if (bits & 2048) { compNorm(qy); compNorm(qyz); VIntZ(qy * 3, 33, isol, fx, fy2, fz, field2, field6, qy, qyz); } cubeindex <<= 4; let o1, o2, o3, numtris = 0, i = 0; while (triTable[cubeindex + i] != -1) { o1 = cubeindex + i; o2 = o1 + 1; o3 = o1 + 2; posnormtriv( vlist, nlist, clist, 3 * triTable[o1], 3 * triTable[o2], 3 * triTable[o3] /*, renderCallback*/ ); i += 3; numtris++; } return numtris; }; this._createPolygons = () => { 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; for (let y = 1; y < smin2; y++) { const y_offset = z_offset + this.size * y; const fy = (y - this.halfsize) / this.halfsize; for (let x = 1; x < smin2; x++) { const fx = (x - this.halfsize) / this.halfsize; const q = y_offset + x; polygonize( fx, fy, fz, q, this.isolation /*, renderCallback*/ ); } } } }; const VIntX = (q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2) => { const mu = (isol - valp1) / (valp2 - valp1), nc = this.normal_cache; vlist[offset + 0] = x + mu * this.delta; vlist[offset + 1] = y; vlist[offset + 2] = z; nlist[offset + 0] = lerp(nc[q + 0], nc[q + 3], mu); nlist[offset + 1] = lerp(nc[q + 1], nc[q + 4], mu); nlist[offset + 2] = lerp(nc[q + 2], nc[q + 5], mu); clist[offset + 0] = lerp(this.palette[c_offset1 * 3 + 0], this.palette[c_offset2 * 3 + 0], mu); clist[offset + 1] = lerp(this.palette[c_offset1 * 3 + 1], this.palette[c_offset2 * 3 + 1], mu); clist[offset + 2] = lerp(this.palette[c_offset1 * 3 + 2], this.palette[c_offset2 * 3 + 2], mu); }; const VIntY = (q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2) => { const mu = (isol - valp1) / (valp2 - valp1), nc = this.normal_cache; vlist[offset + 0] = x; vlist[offset + 1] = y + mu * this.delta; vlist[offset + 2] = z; const q2 = q + this.yd * 3; nlist[offset + 0] = lerp(nc[q + 0], nc[q2 + 0], mu); nlist[offset + 1] = lerp(nc[q + 1], nc[q2 + 1], mu); nlist[offset + 2] = lerp(nc[q + 2], nc[q2 + 2], mu); clist[offset + 0] = lerp(this.palette[c_offset1 * 3 + 0], this.palette[c_offset2 * 3 + 0], mu); clist[offset + 1] = lerp(this.palette[c_offset1 * 3 + 1], this.palette[c_offset2 * 3 + 1], mu); clist[offset + 2] = lerp(this.palette[c_offset1 * 3 + 2], this.palette[c_offset2 * 3 + 2], mu); }; const VIntZ = (q, offset, isol, x, y, z, valp1, valp2, c_offset1, c_offset2) => { const mu = (isol - valp1) / (valp2 - valp1), nc = this.normal_cache; vlist[offset + 0] = x; vlist[offset + 1] = y; vlist[offset + 2] = z + mu * this.delta; const q2 = q + this.zd * 3; nlist[offset + 0] = lerp(nc[q + 0], nc[q2 + 0], mu); nlist[offset + 1] = lerp(nc[q + 1], nc[q2 + 1], mu); nlist[offset + 2] = lerp(nc[q + 2], nc[q2 + 2], mu); clist[offset + 0] = lerp(this.palette[c_offset1 * 3 + 0], this.palette[c_offset2 * 3 + 0], mu); clist[offset + 1] = lerp(this.palette[c_offset1 * 3 + 1], this.palette[c_offset2 * 3 + 1], mu); clist[offset + 2] = lerp(this.palette[c_offset1 * 3 + 2], this.palette[c_offset2 * 3 + 2], mu); }; const compNorm = (q) => { const q3 = q * 3; if (this.normal_cache[q3] === 0) { this.normal_cache[q3 + 0] = this.field[q - 1] - this.field[q + 1]; this.normal_cache[q3 + 1] = this.field[q - this.yd] - this.field[q + this.yd]; this.normal_cache[q3 + 2] = this.field[q - this.zd] - this.field[q + this.zd]; } }; const posnormtriv = (pos, norm, colors, o1, o2, o3) => { const c = this.count * 3; if (!this.positionArray) { return; } if (!this.normalArray) { return; } this.positionArray[c + 0] = pos[o1]; this.positionArray[c + 1] = pos[o1 + 1]; this.positionArray[c + 2] = pos[o1 + 2]; this.positionArray[c + 3] = pos[o2]; this.positionArray[c + 4] = pos[o2 + 1]; this.positionArray[c + 5] = pos[o2 + 2]; this.positionArray[c + 6] = pos[o3]; this.positionArray[c + 7] = pos[o3 + 1]; this.positionArray[c + 8] = pos[o3 + 2]; this.normalArray[c + 0] = norm[o1 + 0]; this.normalArray[c + 1] = norm[o1 + 1]; this.normalArray[c + 2] = norm[o1 + 2]; this.normalArray[c + 3] = norm[o2 + 0]; this.normalArray[c + 4] = norm[o2 + 1]; this.normalArray[c + 5] = norm[o2 + 2]; this.normalArray[c + 6] = norm[o3 + 0]; this.normalArray[c + 7] = norm[o3 + 1]; this.normalArray[c + 8] = norm[o3 + 2]; if (this.enableUvs && this.uvArray) { const d = this.count * 2; this.uvArray[d + 0] = pos[o1 + 0]; this.uvArray[d + 1] = pos[o1 + 2]; this.uvArray[d + 2] = pos[o2 + 0]; this.uvArray[d + 3] = pos[o2 + 2]; this.uvArray[d + 4] = pos[o3 + 0]; this.uvArray[d + 5] = pos[o3 + 2]; } if (this.enableColors && this.colorArray) { this.colorArray[c + 0] = colors[o1 + 0]; this.colorArray[c + 1] = colors[o1 + 1]; this.colorArray[c + 2] = colors[o1 + 2]; this.colorArray[c + 3] = colors[o2 + 0]; this.colorArray[c + 4] = colors[o2 + 1]; this.colorArray[c + 5] = colors[o2 + 2]; this.colorArray[c + 6] = colors[o3 + 0]; this.colorArray[c + 7] = colors[o3 + 1]; this.colorArray[c + 8] = colors[o3 + 2]; } this.count += 3; }; } createPolygons() { this._createPolygons(); } addBall(ballx, bally, ballz, strength, subtract, colors) { const sign = Math.sign(strength); strength = Math.abs(strength); const userDefineColor = !(colors === void 0 || colors === null); let ballColor = new Color(ballx, bally, ballz); if (userDefineColor) { try { if (colors) ballColor = colors; } catch (err) { ballColor = new Color(ballx, bally, ballz); } } 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; 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 / (1e-6 + fx * fx + fy2 + fz2) - subtract; if (val > 0) { this.field[y_offset + x] += val * sign; 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; } } } } } } const edgeTable = new Int32Array([ 0, 265, 515, 778, 1030, 1295, 1541, 1804, 2060, 2309, 2575, 2822, 3082, 3331, 3593, 3840, 400, 153, 915, 666, 1430, 1183, 1941, 1692, 2460, 2197, 2975, 2710, 3482, 3219, 3993, 3728, 560, 825, 51, 314, 1590, 1855, 1077, 1340, 2620, 2869, 2111, 2358, 3642, 3891, 3129, 3376, 928, 681, 419, 170, 1958, 1711, 1445, 1196, 2988, 2725, 2479, 2214, 4010, 3747, 3497, 3232, 1120, 1385, 1635, 1898, 102, 367, 613, 876, 3180, 3429, 3695, 3942, 2154, 2403, 2665, 2912, 1520, 1273, 2035, 1786, 502, 255, 1013, 764, 3580, 3317, 4095, 3830, 2554, 2291, 3065, 2800, 1616, 1881, 1107, 1370, 598, 863, 85, 348, 3676, 3925, 3167, 3414, 2650, 2899, 2137, 2384, 1984, 1737, 1475, 1226, 966, 719, 453, 204, 4044, 3781, 3535, 3270, 3018, 2755, 2505, 2240, 2240, 2505, 2755, 3018, 3270, 3535, 3781, 4044, 204, 453, 719, 966, 1226, 1475, 1737, 1984, 2384, 2137, 2899, 2650, 3414, 3167, 3925, 3676, 348, 85, 863, 598, 1370, 1107, 1881, 1616, 2800, 3065, 2291, 2554, 3830, 4095, 3317, 3580, 764, 1013, 255, 502, 1786, 2035, 1273, 1520, 2912, 2665, 2403, 2154, 3942, 3695, 3429, 3180, 876, 613, 367, 102, 1898, 1635, 1385, 1120, 3232, 3497, 3747, 4010, 2214, 2479, 2725, 2988, 1196, 1445, 1711, 1958, 170, 419, 681, 928, 3376, 3129, 3891, 3642, 2358, 2111, 2869, 2620, 1340, 1077, 1855, 1590, 314, 51, 825, 560, 3728, 3993, 3219, 3482, 2710, 2975, 2197, 2460, 1692, 1941, 1183, 1430, 666, 915, 153, 400, 3840, 3593, 3331, 3082, 2822, 2575, 2309, 2060, 1804, 1541, 1295, 1030, 778, 515, 265, 0 ]); 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, 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-1, -1, -1, -1, -1, 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1, 1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ]); export { MarchingCubes, edgeTable, triTable };