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@@ -1,14 +1,20 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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- *
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- * Port of greggman's ThreeD version of marching cubes to Three.js
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- * http://webglsamples.googlecode.com/hg/blob/blob.html
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+ * @author mrdoob / http://mrdoob.com
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+ * Port of http://webglsamples.org/blob/blob.html
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*/
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THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors ) {
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THREE.ImmediateRenderObject.call( this, material );
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+ var scope = this;
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+
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+ // temp buffers used in polygonize
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+
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+ var vlist = new Float32Array( 12 * 3 );
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+ var nlist = new Float32Array( 12 * 3 );
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+
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this.enableUvs = enableUvs !== undefined ? enableUvs : false;
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this.enableColors = enableColors !== undefined ? enableColors : false;
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@@ -40,11 +46,6 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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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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- // temp buffers used in polygonize
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-
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- this.vlist = new Float32Array( 12 * 3 );
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- this.nlist = new Float32Array( 12 * 3 );
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-
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// immediate render mode simulator
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this.maxCount = 4096; // TODO: find the fastest size for this buffer
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@@ -76,98 +77,98 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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// Polygonization
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///////////////////////
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- this.lerp = function( a, b, t ) {
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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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+ }
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- this.VIntX = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) {
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+ function VIntX( q, offset, isol, x, y, z, valp1, valp2 ) {
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var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
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- nc = this.normal_cache;
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+ nc = scope.normal_cache;
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- pout[ offset ] = x + mu * this.delta;
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- pout[ offset + 1 ] = y;
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- pout[ offset + 2 ] = z;
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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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- nout[ offset ] = this.lerp( nc[ q ], nc[ q + 3 ], mu );
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- nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q + 4 ], mu );
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- nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q + 5 ], mu );
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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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- };
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+ }
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- this.VIntY = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) {
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+ function VIntY( q, offset, isol, x, y, z, valp1, valp2 ) {
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var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
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- nc = this.normal_cache;
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+ nc = scope.normal_cache;
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- pout[ offset ] = x;
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- pout[ offset + 1 ] = y + mu * this.delta;
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- pout[ offset + 2 ] = z;
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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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- var q2 = q + this.yd * 3;
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+ var q2 = q + scope.yd * 3;
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- nout[ offset ] = this.lerp( nc[ q ], nc[ q2 ], mu );
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- nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
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- nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
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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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- };
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+ }
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- this.VIntZ = function( q, pout, nout, offset, isol, x, y, z, valp1, valp2 ) {
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+ function VIntZ( q, offset, isol, x, y, z, valp1, valp2 ) {
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var mu = ( isol - valp1 ) / ( valp2 - valp1 ),
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- nc = this.normal_cache;
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+ nc = scope.normal_cache;
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- pout[ offset ] = x;
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- pout[ offset + 1 ] = y;
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- pout[ offset + 2 ] = z + mu * this.delta;
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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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- var q2 = q + this.zd * 3;
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+ var q2 = q + scope.zd * 3;
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- nout[ offset ] = this.lerp( nc[ q ], nc[ q2 ], mu );
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- nout[ offset + 1 ] = this.lerp( nc[ q + 1 ], nc[ q2 + 1 ], mu );
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- nout[ offset + 2 ] = this.lerp( nc[ q + 2 ], nc[ q2 + 2 ], mu );
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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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- };
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+ }
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- this.compNorm = function( q ) {
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+ function compNorm( q ) {
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var q3 = q * 3;
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- if ( this.normal_cache[ q3 ] === 0.0 ) {
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+ if ( scope.normal_cache[ q3 ] === 0.0 ) {
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- this.normal_cache[ q3 ] = this.field[ q - 1 ] - this.field[ q + 1 ];
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- this.normal_cache[ q3 + 1 ] = this.field[ q - this.yd ] - this.field[ q + this.yd ];
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- this.normal_cache[ q3 + 2 ] = this.field[ q - this.zd ] - this.field[ q + this.zd ];
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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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- };
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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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- this.polygonize = function( fx, fy, fz, q, isol, renderCallback ) {
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+ function polygonize( fx, fy, fz, q, isol, renderCallback ) {
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// cache indices
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var q1 = q + 1,
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- qy = q + this.yd,
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- qz = q + this.zd,
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- q1y = q1 + this.yd,
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- q1z = q1 + this.zd,
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- qyz = q + this.yd + this.zd,
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- q1yz = q1 + this.yd + this.zd;
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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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var cubeindex = 0,
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- field0 = this.field[ q ],
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- field1 = this.field[ q1 ],
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- field2 = this.field[ qy ],
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- field3 = this.field[ q1y ],
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- field4 = this.field[ qz ],
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- field5 = this.field[ q1z ],
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- field6 = this.field[ qyz ],
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- field7 = this.field[ q1yz ];
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+ 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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@@ -183,7 +184,7 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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var bits = THREE.edgeTable[ cubeindex ];
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if ( bits === 0 ) return 0;
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- var d = this.delta,
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+ var d = scope.delta,
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fx2 = fx + d,
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fy2 = fy + d,
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fz2 = fz + d;
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@@ -192,33 +193,33 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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if ( bits & 1 ) {
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- this.compNorm( q );
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- this.compNorm( q1 );
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- this.VIntX( q * 3, this.vlist, this.nlist, 0, isol, fx, fy, fz, field0, field1 );
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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 );
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}
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if ( bits & 2 ) {
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- this.compNorm( q1 );
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- this.compNorm( q1y );
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- this.VIntY( q1 * 3, this.vlist, this.nlist, 3, isol, fx2, fy, fz, field1, field3 );
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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 );
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}
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if ( bits & 4 ) {
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- this.compNorm( qy );
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- this.compNorm( q1y );
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- this.VIntX( qy * 3, this.vlist, this.nlist, 6, isol, fx, fy2, fz, field2, field3 );
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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 );
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}
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if ( bits & 8 ) {
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- this.compNorm( q );
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- this.compNorm( qy );
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- this.VIntY( q * 3, this.vlist, this.nlist, 9, isol, fx, fy, fz, field0, field2 );
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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 );
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}
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@@ -226,33 +227,33 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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if ( bits & 16 ) {
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- this.compNorm( qz );
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- this.compNorm( q1z );
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- this.VIntX( qz * 3, this.vlist, this.nlist, 12, isol, fx, fy, fz2, field4, field5 );
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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 );
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}
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if ( bits & 32 ) {
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- this.compNorm( q1z );
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- this.compNorm( q1yz );
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- this.VIntY( q1z * 3, this.vlist, this.nlist, 15, isol, fx2, fy, fz2, field5, field7 );
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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 );
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}
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if ( bits & 64 ) {
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- this.compNorm( qyz );
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- this.compNorm( q1yz );
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- this.VIntX( qyz * 3, this.vlist, this.nlist, 18, isol, fx, fy2, fz2, field6, field7 );
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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 );
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}
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if ( bits & 128 ) {
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- this.compNorm( qz );
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- this.compNorm( qyz );
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- this.VIntY( qz * 3, this.vlist, this.nlist, 21, isol, fx, fy, fz2, field4, field6 );
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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 );
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}
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@@ -260,33 +261,33 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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if ( bits & 256 ) {
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- this.compNorm( q );
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- this.compNorm( qz );
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- this.VIntZ( q * 3, this.vlist, this.nlist, 24, isol, fx, fy, fz, field0, field4 );
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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 );
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}
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if ( bits & 512 ) {
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- this.compNorm( q1 );
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- this.compNorm( q1z );
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- this.VIntZ( q1 * 3, this.vlist, this.nlist, 27, isol, fx2, fy, fz, field1, field5 );
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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 );
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}
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if ( bits & 1024 ) {
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- this.compNorm( q1y );
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- this.compNorm( q1yz );
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- this.VIntZ( q1y * 3, this.vlist, this.nlist, 30, isol, fx2, fy2, fz, field3, field7 );
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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 );
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}
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if ( bits & 2048 ) {
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- this.compNorm( qy );
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- this.compNorm( qyz );
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- this.VIntZ( qy * 3, this.vlist, this.nlist, 33, isol, fx, fy2, fz, field2, field6 );
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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 );
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}
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@@ -302,11 +303,11 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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o2 = o1 + 1;
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o3 = o1 + 2;
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- this.posnormtriv( this.vlist, this.nlist,
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- 3 * THREE.triTable[ o1 ],
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- 3 * THREE.triTable[ o2 ],
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- 3 * THREE.triTable[ o3 ],
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- renderCallback );
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+ posnormtriv( vlist, nlist,
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+ 3 * THREE.triTable[ o1 ],
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+ 3 * THREE.triTable[ o2 ],
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+ 3 * THREE.triTable[ o3 ],
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+ renderCallback );
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i += 3;
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numtris ++;
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@@ -315,105 +316,105 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
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return numtris;
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- };
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+ }
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/////////////////////////////////////
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// Immediate render mode simulator
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/////////////////////////////////////
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- this.posnormtriv = function( pos, norm, o1, o2, o3, renderCallback ) {
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+ function posnormtriv( pos, norm, o1, o2, o3, renderCallback ) {
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- var c = this.count * 3;
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+ var c = scope.count * 3;
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// positions
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- this.positionArray[ c ] = pos[ o1 ];
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- this.positionArray[ c + 1 ] = pos[ o1 + 1 ];
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- this.positionArray[ c + 2 ] = pos[ o1 + 2 ];
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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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- this.positionArray[ c + 3 ] = pos[ o2 ];
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- this.positionArray[ c + 4 ] = pos[ o2 + 1 ];
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|
- this.positionArray[ c + 5 ] = pos[ o2 + 2 ];
|
|
|
+ scope.positionArray[ c + 3 ] = pos[ o2 ];
|
|
|
+ scope.positionArray[ c + 4 ] = pos[ o2 + 1 ];
|
|
|
+ scope.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 ];
|
|
|
+ scope.positionArray[ c + 6 ] = pos[ o3 ];
|
|
|
+ scope.positionArray[ c + 7 ] = pos[ o3 + 1 ];
|
|
|
+ scope.positionArray[ c + 8 ] = pos[ o3 + 2 ];
|
|
|
|
|
|
// normals
|
|
|
|
|
|
- this.normalArray[ c ] = norm[ o1 ];
|
|
|
- this.normalArray[ c + 1 ] = norm[ o1 + 1 ];
|
|
|
- this.normalArray[ c + 2 ] = norm[ o1 + 2 ];
|
|
|
+ scope.normalArray[ c + 0 ] = norm[ o1 ];
|
|
|
+ scope.normalArray[ c + 1 ] = norm[ o1 + 1 ];
|
|
|
+ scope.normalArray[ c + 2 ] = norm[ o1 + 2 ];
|
|
|
|
|
|
- this.normalArray[ c + 3 ] = norm[ o2 ];
|
|
|
- this.normalArray[ c + 4 ] = norm[ o2 + 1 ];
|
|
|
- this.normalArray[ c + 5 ] = norm[ o2 + 2 ];
|
|
|
+ scope.normalArray[ c + 3 ] = norm[ o2 ];
|
|
|
+ scope.normalArray[ c + 4 ] = norm[ o2 + 1 ];
|
|
|
+ scope.normalArray[ c + 5 ] = norm[ o2 + 2 ];
|
|
|
|
|
|
- this.normalArray[ c + 6 ] = norm[ o3 ];
|
|
|
- this.normalArray[ c + 7 ] = norm[ o3 + 1 ];
|
|
|
- this.normalArray[ c + 8 ] = norm[ o3 + 2 ];
|
|
|
+ scope.normalArray[ c + 6 ] = norm[ o3 ];
|
|
|
+ scope.normalArray[ c + 7 ] = norm[ o3 + 1 ];
|
|
|
+ scope.normalArray[ c + 8 ] = norm[ o3 + 2 ];
|
|
|
|
|
|
// uvs
|
|
|
|
|
|
- if ( this.enableUvs ) {
|
|
|
+ if ( scope.enableUvs ) {
|
|
|
|
|
|
- var d = this.count * 2;
|
|
|
+ var d = scope.count * 2;
|
|
|
|
|
|
- this.uvArray[ d ] = pos[ o1 ];
|
|
|
- this.uvArray[ d + 1 ] = pos[ o1 + 2 ];
|
|
|
+ scope.uvArray[ d + 0 ] = pos[ o1 ];
|
|
|
+ scope.uvArray[ d + 1 ] = pos[ o1 + 2 ];
|
|
|
|
|
|
- this.uvArray[ d + 2 ] = pos[ o2 ];
|
|
|
- this.uvArray[ d + 3 ] = pos[ o2 + 2 ];
|
|
|
+ scope.uvArray[ d + 2 ] = pos[ o2 ];
|
|
|
+ scope.uvArray[ d + 3 ] = pos[ o2 + 2 ];
|
|
|
|
|
|
- this.uvArray[ d + 4 ] = pos[ o3 ];
|
|
|
- this.uvArray[ d + 5 ] = pos[ o3 + 2 ];
|
|
|
+ scope.uvArray[ d + 4 ] = pos[ o3 ];
|
|
|
+ scope.uvArray[ d + 5 ] = pos[ o3 + 2 ];
|
|
|
|
|
|
}
|
|
|
|
|
|
// colors
|
|
|
|
|
|
- if ( this.enableColors ) {
|
|
|
+ if ( scope.enableColors ) {
|
|
|
|
|
|
- this.colorArray[ c ] = pos[ o1 ];
|
|
|
- this.colorArray[ c + 1 ] = pos[ o1 + 1 ];
|
|
|
- this.colorArray[ c + 2 ] = pos[ o1 + 2 ];
|
|
|
+ scope.colorArray[ c + 0 ] = pos[ o1 ];
|
|
|
+ scope.colorArray[ c + 1 ] = pos[ o1 + 1 ];
|
|
|
+ scope.colorArray[ c + 2 ] = pos[ o1 + 2 ];
|
|
|
|
|
|
- this.colorArray[ c + 3 ] = pos[ o2 ];
|
|
|
- this.colorArray[ c + 4 ] = pos[ o2 + 1 ];
|
|
|
- this.colorArray[ c + 5 ] = pos[ o2 + 2 ];
|
|
|
+ scope.colorArray[ c + 3 ] = pos[ o2 ];
|
|
|
+ scope.colorArray[ c + 4 ] = pos[ o2 + 1 ];
|
|
|
+ scope.colorArray[ c + 5 ] = pos[ o2 + 2 ];
|
|
|
|
|
|
- this.colorArray[ c + 6 ] = pos[ o3 ];
|
|
|
- this.colorArray[ c + 7 ] = pos[ o3 + 1 ];
|
|
|
- this.colorArray[ c + 8 ] = pos[ o3 + 2 ];
|
|
|
+ scope.colorArray[ c + 6 ] = pos[ o3 ];
|
|
|
+ scope.colorArray[ c + 7 ] = pos[ o3 + 1 ];
|
|
|
+ scope.colorArray[ c + 8 ] = pos[ o3 + 2 ];
|
|
|
|
|
|
}
|
|
|
|
|
|
- this.count += 3;
|
|
|
+ scope.count += 3;
|
|
|
|
|
|
- if ( this.count >= this.maxCount - 3 ) {
|
|
|
+ if ( scope.count >= scope.maxCount - 3 ) {
|
|
|
|
|
|
- this.hasPositions = true;
|
|
|
- this.hasNormals = true;
|
|
|
+ scope.hasPositions = true;
|
|
|
+ scope.hasNormals = true;
|
|
|
|
|
|
- if ( this.enableUvs ) {
|
|
|
+ if ( scope.enableUvs ) {
|
|
|
|
|
|
- this.hasUvs = true;
|
|
|
+ scope.hasUvs = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
- if ( this.enableColors ) {
|
|
|
+ if ( scope.enableColors ) {
|
|
|
|
|
|
- this.hasColors = true;
|
|
|
+ scope.hasColors = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
- renderCallback( this );
|
|
|
+ renderCallback( scope );
|
|
|
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
- this.begin = function( ) {
|
|
|
+ this.begin = function () {
|
|
|
|
|
|
this.count = 0;
|
|
|
|
|
@@ -424,7 +425,7 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
|
|
|
|
|
|
};
|
|
|
|
|
|
- this.end = function( renderCallback ) {
|
|
|
+ this.end = function ( renderCallback ) {
|
|
|
|
|
|
if ( this.count === 0 ) return;
|
|
|
|
|
@@ -460,7 +461,10 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
|
|
|
// 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 ) {
|
|
|
+ this.addBall = function ( ballx, bally, ballz, strength, subtract ) {
|
|
|
+
|
|
|
+ var sign = Math.sign( strength );
|
|
|
+ strength = Math.abs( strength );
|
|
|
|
|
|
// Let's solve the equation to find the radius:
|
|
|
// 1.0 / (0.000001 + radius^2) * strength - subtract = 0
|
|
@@ -503,7 +507,7 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
|
|
|
|
|
|
fx = x / this.size - ballx;
|
|
|
val = strength / ( 0.000001 + fx * fx + fy2 + fz2 ) - subtract;
|
|
|
- if ( val > 0.0 ) this.field[ y_offset + x ] += val;
|
|
|
+ if ( val > 0.0 ) this.field[ y_offset + x ] += val * sign;
|
|
|
|
|
|
}
|
|
|
|
|
@@ -672,7 +676,7 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
|
|
|
var fx = ( x - this.halfsize ) / this.halfsize; //+ 1
|
|
|
var q = y_offset + x;
|
|
|
|
|
|
- this.polygonize( fx, fy, fz, q, this.isolation, renderCallback );
|
|
|
+ polygonize( fx, fy, fz, q, this.isolation, renderCallback );
|
|
|
|
|
|
}
|
|
|
|
|
@@ -691,46 +695,29 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
|
|
|
|
|
|
var geo_callback = function( object ) {
|
|
|
|
|
|
- var i, x, y, z, vertex, normal,
|
|
|
- face, a, b, c, na, nb, nc, nfaces;
|
|
|
-
|
|
|
+ for ( var i = 0; i < object.count; i ++ ) {
|
|
|
|
|
|
- for ( i = 0; i < object.count; i ++ ) {
|
|
|
-
|
|
|
- a = i * 3;
|
|
|
- b = a + 1;
|
|
|
- c = a + 2;
|
|
|
-
|
|
|
- x = object.positionArray[ a ];
|
|
|
- y = object.positionArray[ b ];
|
|
|
- z = object.positionArray[ c ];
|
|
|
- vertex = new THREE.Vector3( x, y, z );
|
|
|
-
|
|
|
- x = object.normalArray[ a ];
|
|
|
- y = object.normalArray[ b ];
|
|
|
- z = object.normalArray[ c ];
|
|
|
- normal = new THREE.Vector3( x, y, z );
|
|
|
- normal.normalize();
|
|
|
+ var vertex = new THREE.Vector3().fromArray( object.positionArray, i * 3 );
|
|
|
+ var normal = new THREE.Vector3().fromArray( object.normalArray, i * 3 );
|
|
|
|
|
|
geo.vertices.push( vertex );
|
|
|
normals.push( normal );
|
|
|
|
|
|
}
|
|
|
|
|
|
- nfaces = object.count / 3;
|
|
|
+ var nfaces = object.count / 3;
|
|
|
|
|
|
for ( i = 0; i < nfaces; i ++ ) {
|
|
|
|
|
|
- a = ( start + i ) * 3;
|
|
|
- b = a + 1;
|
|
|
- c = a + 2;
|
|
|
-
|
|
|
- na = normals[ a ];
|
|
|
- nb = normals[ b ];
|
|
|
- nc = normals[ c ];
|
|
|
+ var a = ( start + i ) * 3;
|
|
|
+ var b = a + 1;
|
|
|
+ var c = a + 2;
|
|
|
|
|
|
- face = new THREE.Face3( a, b, c, [ na, nb, nc ] );
|
|
|
+ var na = normals[ a ];
|
|
|
+ var nb = normals[ b ];
|
|
|
+ var nc = normals[ c ];
|
|
|
|
|
|
+ var face = new THREE.Face3( a, b, c, [ na, nb, nc ] );
|
|
|
geo.faces.push( face );
|
|
|
|
|
|
}
|