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normal_mesh.js
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normal_mesh.js
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const VERTEX_STRIDE = 48;
// from https://gist.github.com/dwilliamson/72c60fcd287a94867b4334b42a7888ad
const TriangleTable = [
[ -1 ],
[ 3, 8, 0, -1 ],
[ 1, 0, 9, -1 ],
[ 9, 1, 8, 8, 1, 3, -1 ],
[ 3, 2, 11, -1 ],
[ 2, 11, 0, 0, 11, 8, -1 ],
[ 1, 0, 9, 3, 2, 11, -1 ],
[ 11, 1, 2, 11, 9, 1, 11, 8, 9, -1 ],
[ 10, 2, 1, -1 ],
[ 2, 1, 10, 0, 3, 8, -1 ],
[ 0, 9, 2, 2, 9, 10, -1 ],
[ 8, 2, 3, 8, 10, 2, 8, 9, 10, -1 ],
[ 1, 10, 3, 3, 10, 11, -1 ],
[ 10, 0, 1, 10, 8, 0, 10, 11, 8, -1 ],
[ 9, 3, 0, 9, 11, 3, 9, 10, 11, -1 ],
[ 9, 10, 8, 8, 10, 11, -1 ],
[ 7, 4, 8, -1 ],
[ 0, 3, 4, 4, 3, 7, -1 ],
[ 0, 9, 1, 4, 8, 7, -1 ],
[ 1, 4, 9, 1, 7, 4, 1, 3, 7, -1 ],
[ 11, 3, 2, 8, 7, 4, -1 ],
[ 4, 11, 7, 4, 2, 11, 4, 0, 2, -1 ],
[ 3, 2, 11, 0, 9, 1, 4, 8, 7, -1 ],
[ 9, 1, 4, 4, 1, 7, 7, 1, 2, 7, 2, 11, -1 ],
[ 7, 4, 8, 1, 10, 2, -1 ],
[ 7, 4, 3, 3, 4, 0, 10, 2, 1, -1 ],
[ 10, 2, 9, 9, 2, 0, 7, 4, 8, -1 ],
[ 7, 4, 9, 7, 9, 2, 9, 10, 2, 3, 7, 2, -1 ],
[ 1, 10, 3, 3, 10, 11, 4, 8, 7, -1 ],
[ 4, 0, 7, 0, 1, 10, 7, 0, 10, 7, 10, 11, -1 ],
[ 7, 4, 8, 9, 3, 0, 9, 11, 3, 9, 10, 11, -1 ],
[ 7, 4, 11, 4, 9, 11, 9, 10, 11, -1 ],
[ 5, 9, 4, -1 ],
[ 8, 0, 3, 9, 4, 5, -1 ],
[ 1, 0, 5, 5, 0, 4, -1 ],
[ 5, 8, 4, 5, 3, 8, 5, 1, 3, -1 ],
[ 3, 2, 11, 5, 9, 4, -1 ],
[ 2, 11, 0, 0, 11, 8, 5, 9, 4, -1 ],
[ 4, 5, 0, 0, 5, 1, 11, 3, 2, -1 ],
[ 11, 8, 2, 8, 4, 5, 2, 8, 5, 2, 5, 1, -1 ],
[ 5, 9, 4, 1, 10, 2, -1 ],
[ 0, 3, 8, 1, 10, 2, 5, 9, 4, -1 ],
[ 2, 5, 10, 2, 4, 5, 2, 0, 4, -1 ],
[ 4, 5, 8, 8, 5, 3, 3, 5, 10, 3, 10, 2, -1 ],
[ 11, 3, 10, 10, 3, 1, 4, 5, 9, -1 ],
[ 4, 5, 9, 10, 0, 1, 10, 8, 0, 10, 11, 8, -1 ],
[ 4, 5, 10, 4, 10, 3, 10, 11, 3, 0, 4, 3, -1 ],
[ 4, 5, 8, 5, 10, 8, 10, 11, 8, -1 ],
[ 5, 9, 7, 7, 9, 8, -1 ],
[ 3, 9, 0, 3, 5, 9, 3, 7, 5, -1 ],
[ 7, 0, 8, 7, 1, 0, 7, 5, 1, -1 ],
[ 3, 7, 1, 1, 7, 5, -1 ],
[ 5, 9, 7, 7, 9, 8, 2, 11, 3, -1 ],
[ 5, 9, 0, 5, 0, 11, 0, 2, 11, 7, 5, 11, -1 ],
[ 2, 11, 3, 7, 0, 8, 7, 1, 0, 7, 5, 1, -1 ],
[ 2, 11, 1, 11, 7, 1, 7, 5, 1, -1 ],
[ 8, 7, 9, 9, 7, 5, 2, 1, 10, -1 ],
[ 10, 2, 1, 3, 9, 0, 3, 5, 9, 3, 7, 5, -1 ],
[ 2, 0, 10, 0, 8, 7, 10, 0, 7, 10, 7, 5, -1 ],
[ 10, 2, 5, 2, 3, 5, 3, 7, 5, -1 ],
[ 5, 9, 8, 5, 8, 7, 1, 10, 3, 10, 11, 3, -1 ],
[ 1, 10, 0, 0, 10, 11, 0, 11, 7, 0, 7, 5, 0, 5, 9, -1 ],
[ 8, 7, 0, 0, 7, 5, 0, 5, 10, 0, 10, 11, 0, 11, 3, -1 ],
[ 5, 11, 7, 10, 11, 5, -1 ],
[ 11, 6, 7, -1 ],
[ 3, 8, 0, 7, 11, 6, -1 ],
[ 1, 0, 9, 7, 11, 6, -1 ],
[ 9, 1, 8, 8, 1, 3, 6, 7, 11, -1 ],
[ 6, 7, 2, 2, 7, 3, -1 ],
[ 0, 7, 8, 0, 6, 7, 0, 2, 6, -1 ],
[ 6, 7, 2, 2, 7, 3, 9, 1, 0, -1 ],
[ 9, 1, 2, 9, 2, 7, 2, 6, 7, 8, 9, 7, -1 ],
[ 10, 2, 1, 11, 6, 7, -1 ],
[ 2, 1, 10, 3, 8, 0, 7, 11, 6, -1 ],
[ 0, 9, 2, 2, 9, 10, 7, 11, 6, -1 ],
[ 6, 7, 11, 8, 2, 3, 8, 10, 2, 8, 9, 10, -1 ],
[ 7, 10, 6, 7, 1, 10, 7, 3, 1, -1 ],
[ 1, 10, 0, 0, 10, 8, 8, 10, 6, 8, 6, 7, -1 ],
[ 9, 10, 0, 10, 6, 7, 0, 10, 7, 0, 7, 3, -1 ],
[ 6, 7, 10, 7, 8, 10, 8, 9, 10, -1 ],
[ 4, 8, 6, 6, 8, 11, -1 ],
[ 6, 3, 11, 6, 0, 3, 6, 4, 0, -1 ],
[ 11, 6, 8, 8, 6, 4, 1, 0, 9, -1 ],
[ 6, 4, 11, 4, 9, 1, 11, 4, 1, 11, 1, 3, -1 ],
[ 2, 8, 3, 2, 4, 8, 2, 6, 4, -1 ],
[ 0, 2, 4, 4, 2, 6, -1 ],
[ 9, 1, 0, 2, 8, 3, 2, 4, 8, 2, 6, 4, -1 ],
[ 9, 1, 4, 1, 2, 4, 2, 6, 4, -1 ],
[ 4, 8, 6, 6, 8, 11, 1, 10, 2, -1 ],
[ 1, 10, 2, 6, 3, 11, 6, 0, 3, 6, 4, 0, -1 ],
[ 0, 9, 10, 0, 10, 2, 4, 8, 6, 8, 11, 6, -1 ],
[ 11, 6, 3, 3, 6, 4, 3, 4, 9, 3, 9, 10, 3, 10, 2, -1 ],
[ 1, 10, 6, 1, 6, 8, 6, 4, 8, 3, 1, 8, -1 ],
[ 1, 10, 0, 10, 6, 0, 6, 4, 0, -1 ],
[ 0, 9, 3, 3, 9, 10, 3, 10, 6, 3, 6, 4, 3, 4, 8, -1 ],
[ 4, 10, 6, 9, 10, 4, -1 ],
[ 4, 5, 9, 6, 7, 11, -1 ],
[ 7, 11, 6, 8, 0, 3, 9, 4, 5, -1 ],
[ 1, 0, 5, 5, 0, 4, 11, 6, 7, -1 ],
[ 11, 6, 7, 5, 8, 4, 5, 3, 8, 5, 1, 3, -1 ],
[ 3, 2, 7, 7, 2, 6, 9, 4, 5, -1 ],
[ 5, 9, 4, 0, 7, 8, 0, 6, 7, 0, 2, 6, -1 ],
[ 1, 0, 4, 1, 4, 5, 3, 2, 7, 2, 6, 7, -1 ],
[ 4, 5, 8, 8, 5, 1, 8, 1, 2, 8, 2, 6, 8, 6, 7, -1 ],
[ 6, 7, 11, 5, 9, 4, 1, 10, 2, -1 ],
[ 5, 9, 4, 7, 11, 6, 0, 3, 8, 2, 1, 10, -1 ],
[ 7, 11, 6, 2, 5, 10, 2, 4, 5, 2, 0, 4, -1 ],
[ 6, 7, 11, 3, 8, 4, 3, 4, 5, 3, 5, 2, 2, 5, 10, -1 ],
[ 9, 4, 5, 7, 10, 6, 7, 1, 10, 7, 3, 1, -1 ],
[ 5, 9, 4, 8, 0, 1, 8, 1, 10, 8, 10, 7, 7, 10, 6, -1 ],
[ 6, 7, 10, 10, 7, 3, 10, 3, 0, 10, 0, 4, 10, 4, 5, -1 ],
[ 4, 5, 8, 8, 5, 10, 8, 10, 6, 8, 6, 7, -1 ],
[ 9, 6, 5, 9, 11, 6, 9, 8, 11, -1 ],
[ 0, 3, 9, 9, 3, 5, 5, 3, 11, 5, 11, 6, -1 ],
[ 1, 0, 8, 1, 8, 6, 8, 11, 6, 5, 1, 6, -1 ],
[ 11, 6, 3, 6, 5, 3, 5, 1, 3, -1 ],
[ 2, 6, 3, 6, 5, 9, 3, 6, 9, 3, 9, 8, -1 ],
[ 5, 9, 6, 9, 0, 6, 0, 2, 6, -1 ],
[ 3, 2, 8, 8, 2, 6, 8, 6, 5, 8, 5, 1, 8, 1, 0, -1 ],
[ 1, 6, 5, 2, 6, 1, -1 ],
[ 2, 1, 10, 9, 6, 5, 9, 11, 6, 9, 8, 11, -1 ],
[ 2, 1, 10, 5, 9, 0, 5, 0, 3, 5, 3, 6, 6, 3, 11, -1 ],
[ 10, 2, 5, 5, 2, 0, 5, 0, 8, 5, 8, 11, 5, 11, 6, -1 ],
[ 10, 2, 5, 5, 2, 3, 5, 3, 11, 5, 11, 6, -1 ],
[ 5, 9, 6, 6, 9, 8, 6, 8, 3, 6, 3, 1, 6, 1, 10, -1 ],
[ 5, 9, 6, 6, 9, 0, 6, 0, 1, 6, 1, 10, -1 ],
[ 8, 3, 0, 5, 10, 6, -1 ],
[ 6, 5, 10, -1 ],
[ 6, 10, 5, -1 ],
[ 3, 8, 0, 5, 6, 10, -1 ],
[ 9, 1, 0, 10, 5, 6, -1 ],
[ 3, 8, 1, 1, 8, 9, 6, 10, 5, -1 ],
[ 6, 10, 5, 2, 11, 3, -1 ],
[ 8, 0, 11, 11, 0, 2, 5, 6, 10, -1 ],
[ 10, 5, 6, 1, 0, 9, 3, 2, 11, -1 ],
[ 5, 6, 10, 11, 1, 2, 11, 9, 1, 11, 8, 9, -1 ],
[ 2, 1, 6, 6, 1, 5, -1 ],
[ 5, 6, 1, 1, 6, 2, 8, 0, 3, -1 ],
[ 6, 9, 5, 6, 0, 9, 6, 2, 0, -1 ],
[ 8, 9, 3, 9, 5, 6, 3, 9, 6, 3, 6, 2, -1 ],
[ 3, 6, 11, 3, 5, 6, 3, 1, 5, -1 ],
[ 5, 6, 11, 5, 11, 0, 11, 8, 0, 1, 5, 0, -1 ],
[ 0, 9, 3, 3, 9, 11, 11, 9, 5, 11, 5, 6, -1 ],
[ 5, 6, 9, 6, 11, 9, 11, 8, 9, -1 ],
[ 7, 4, 8, 5, 6, 10, -1 ],
[ 0, 3, 4, 4, 3, 7, 10, 5, 6, -1 ],
[ 4, 8, 7, 9, 1, 0, 10, 5, 6, -1 ],
[ 6, 10, 5, 1, 4, 9, 1, 7, 4, 1, 3, 7, -1 ],
[ 11, 3, 2, 7, 4, 8, 5, 6, 10, -1 ],
[ 10, 5, 6, 4, 11, 7, 4, 2, 11, 4, 0, 2, -1 ],
[ 7, 4, 8, 3, 2, 11, 9, 1, 0, 10, 5, 6, -1 ],
[ 10, 5, 6, 7, 4, 9, 7, 9, 1, 7, 1, 11, 11, 1, 2, -1 ],
[ 2, 1, 6, 6, 1, 5, 8, 7, 4, -1 ],
[ 7, 4, 0, 7, 0, 3, 5, 6, 1, 6, 2, 1, -1 ],
[ 8, 7, 4, 6, 9, 5, 6, 0, 9, 6, 2, 0, -1 ],
[ 5, 6, 9, 9, 6, 2, 9, 2, 3, 9, 3, 7, 9, 7, 4, -1 ],
[ 4, 8, 7, 3, 6, 11, 3, 5, 6, 3, 1, 5, -1 ],
[ 7, 4, 11, 11, 4, 0, 11, 0, 1, 11, 1, 5, 11, 5, 6, -1 ],
[ 4, 8, 7, 11, 3, 0, 11, 0, 9, 11, 9, 6, 6, 9, 5, -1 ],
[ 5, 6, 9, 9, 6, 11, 9, 11, 7, 9, 7, 4, -1 ],
[ 9, 4, 10, 10, 4, 6, -1 ],
[ 6, 10, 4, 4, 10, 9, 3, 8, 0, -1 ],
[ 0, 10, 1, 0, 6, 10, 0, 4, 6, -1 ],
[ 3, 8, 4, 3, 4, 10, 4, 6, 10, 1, 3, 10, -1 ],
[ 9, 4, 10, 10, 4, 6, 3, 2, 11, -1 ],
[ 8, 0, 2, 8, 2, 11, 9, 4, 10, 4, 6, 10, -1 ],
[ 11, 3, 2, 0, 10, 1, 0, 6, 10, 0, 4, 6, -1 ],
[ 2, 11, 1, 1, 11, 8, 1, 8, 4, 1, 4, 6, 1, 6, 10, -1 ],
[ 4, 1, 9, 4, 2, 1, 4, 6, 2, -1 ],
[ 3, 8, 0, 4, 1, 9, 4, 2, 1, 4, 6, 2, -1 ],
[ 4, 6, 0, 0, 6, 2, -1 ],
[ 3, 8, 2, 8, 4, 2, 4, 6, 2, -1 ],
[ 3, 1, 11, 1, 9, 4, 11, 1, 4, 11, 4, 6, -1 ],
[ 9, 4, 1, 1, 4, 6, 1, 6, 11, 1, 11, 8, 1, 8, 0, -1 ],
[ 11, 3, 6, 3, 0, 6, 0, 4, 6, -1 ],
[ 8, 6, 11, 4, 6, 8, -1 ],
[ 10, 7, 6, 10, 8, 7, 10, 9, 8, -1 ],
[ 10, 9, 6, 9, 0, 3, 6, 9, 3, 6, 3, 7, -1 ],
[ 8, 7, 0, 0, 7, 1, 1, 7, 6, 1, 6, 10, -1 ],
[ 6, 10, 7, 10, 1, 7, 1, 3, 7, -1 ],
[ 3, 2, 11, 10, 7, 6, 10, 8, 7, 10, 9, 8, -1 ],
[ 6, 10, 7, 7, 10, 9, 7, 9, 0, 7, 0, 2, 7, 2, 11, -1 ],
[ 11, 3, 2, 1, 0, 8, 1, 8, 7, 1, 7, 10, 10, 7, 6, -1 ],
[ 6, 10, 7, 7, 10, 1, 7, 1, 2, 7, 2, 11, -1 ],
[ 8, 7, 6, 8, 6, 1, 6, 2, 1, 9, 8, 1, -1 ],
[ 0, 3, 9, 9, 3, 7, 9, 7, 6, 9, 6, 2, 9, 2, 1, -1 ],
[ 8, 7, 0, 7, 6, 0, 6, 2, 0, -1 ],
[ 7, 2, 3, 6, 2, 7, -1 ],
[ 11, 3, 6, 6, 3, 1, 6, 1, 9, 6, 9, 8, 6, 8, 7, -1 ],
[ 11, 7, 6, 1, 9, 0, -1 ],
[ 11, 3, 6, 6, 3, 0, 6, 0, 8, 6, 8, 7, -1 ],
[ 11, 7, 6, -1 ],
[ 10, 5, 11, 11, 5, 7, -1 ],
[ 10, 5, 11, 11, 5, 7, 0, 3, 8, -1 ],
[ 7, 11, 5, 5, 11, 10, 0, 9, 1, -1 ],
[ 3, 8, 9, 3, 9, 1, 7, 11, 5, 11, 10, 5, -1 ],
[ 5, 2, 10, 5, 3, 2, 5, 7, 3, -1 ],
[ 0, 2, 8, 2, 10, 5, 8, 2, 5, 8, 5, 7, -1 ],
[ 0, 9, 1, 5, 2, 10, 5, 3, 2, 5, 7, 3, -1 ],
[ 10, 5, 2, 2, 5, 7, 2, 7, 8, 2, 8, 9, 2, 9, 1, -1 ],
[ 1, 11, 2, 1, 7, 11, 1, 5, 7, -1 ],
[ 8, 0, 3, 1, 11, 2, 1, 7, 11, 1, 5, 7, -1 ],
[ 0, 9, 5, 0, 5, 11, 5, 7, 11, 2, 0, 11, -1 ],
[ 3, 8, 2, 2, 8, 9, 2, 9, 5, 2, 5, 7, 2, 7, 11, -1 ],
[ 5, 7, 1, 1, 7, 3, -1 ],
[ 8, 0, 7, 0, 1, 7, 1, 5, 7, -1 ],
[ 0, 9, 3, 9, 5, 3, 5, 7, 3, -1 ],
[ 9, 7, 8, 5, 7, 9, -1 ],
[ 8, 5, 4, 8, 10, 5, 8, 11, 10, -1 ],
[ 10, 5, 4, 10, 4, 3, 4, 0, 3, 11, 10, 3, -1 ],
[ 1, 0, 9, 8, 5, 4, 8, 10, 5, 8, 11, 10, -1 ],
[ 9, 1, 4, 4, 1, 3, 4, 3, 11, 4, 11, 10, 4, 10, 5, -1 ],
[ 10, 5, 2, 2, 5, 3, 3, 5, 4, 3, 4, 8, -1 ],
[ 10, 5, 2, 5, 4, 2, 4, 0, 2, -1 ],
[ 9, 1, 0, 3, 2, 10, 3, 10, 5, 3, 5, 8, 8, 5, 4, -1 ],
[ 10, 5, 2, 2, 5, 4, 2, 4, 9, 2, 9, 1, -1 ],
[ 1, 5, 2, 5, 4, 8, 2, 5, 8, 2, 8, 11, -1 ],
[ 2, 1, 11, 11, 1, 5, 11, 5, 4, 11, 4, 0, 11, 0, 3, -1 ],
[ 4, 8, 5, 5, 8, 11, 5, 11, 2, 5, 2, 0, 5, 0, 9, -1 ],
[ 5, 4, 9, 2, 3, 11, -1 ],
[ 4, 8, 5, 8, 3, 5, 3, 1, 5, -1 ],
[ 0, 5, 4, 1, 5, 0, -1 ],
[ 0, 9, 3, 3, 9, 5, 3, 5, 4, 3, 4, 8, -1 ],
[ 5, 4, 9, -1 ],
[ 11, 4, 7, 11, 9, 4, 11, 10, 9, -1 ],
[ 0, 3, 8, 11, 4, 7, 11, 9, 4, 11, 10, 9, -1 ],
[ 0, 4, 1, 4, 7, 11, 1, 4, 11, 1, 11, 10, -1 ],
[ 7, 11, 4, 4, 11, 10, 4, 10, 1, 4, 1, 3, 4, 3, 8, -1 ],
[ 9, 4, 7, 9, 7, 2, 7, 3, 2, 10, 9, 2, -1 ],
[ 8, 0, 7, 7, 0, 2, 7, 2, 10, 7, 10, 9, 7, 9, 4, -1 ],
[ 1, 0, 10, 10, 0, 4, 10, 4, 7, 10, 7, 3, 10, 3, 2, -1 ],
[ 7, 8, 4, 10, 1, 2, -1 ],
[ 9, 4, 1, 1, 4, 2, 2, 4, 7, 2, 7, 11, -1 ],
[ 8, 0, 3, 2, 1, 9, 2, 9, 4, 2, 4, 11, 11, 4, 7, -1 ],
[ 7, 11, 4, 11, 2, 4, 2, 0, 4, -1 ],
[ 3, 8, 2, 2, 8, 4, 2, 4, 7, 2, 7, 11, -1 ],
[ 9, 4, 1, 4, 7, 1, 7, 3, 1, -1 ],
[ 9, 4, 1, 1, 4, 7, 1, 7, 8, 1, 8, 0, -1 ],
[ 3, 4, 7, 0, 4, 3, -1 ],
[ 7, 8, 4, -1 ],
[ 8, 11, 9, 9, 11, 10, -1 ],
[ 0, 3, 9, 3, 11, 9, 11, 10, 9, -1 ],
[ 1, 0, 10, 0, 8, 10, 8, 11, 10, -1 ],
[ 10, 3, 11, 1, 3, 10, -1 ],
[ 3, 2, 8, 2, 10, 8, 10, 9, 8, -1 ],
[ 9, 2, 10, 0, 2, 9, -1 ],
[ 1, 0, 10, 10, 0, 8, 10, 8, 3, 10, 3, 2, -1 ],
[ 2, 10, 1, -1 ],
[ 2, 1, 11, 1, 9, 11, 9, 8, 11, -1 ],
[ 2, 1, 11, 11, 1, 9, 11, 9, 0, 11, 0, 3, -1 ],
[ 11, 0, 8, 2, 0, 11, -1 ],
[ 3, 11, 2, -1 ],
[ 1, 8, 3, 9, 8, 1, -1 ],
[ 1, 9, 0, -1 ],
[ 8, 3, 0, -1 ],
[ -1 ],
];
class NormalMesh {
/**
* Creates a new mesh and loads it into video memory.
*
* @param {WebGLRenderingContext} gl
* @param {number} program
* @param {number[]} vertices
* @param {number[]} indices
*/
constructor( gl, program, vertices, indices, material, use_color) {
this.verts = create_and_load_vertex_buffer( gl, vertices, gl.STATIC_DRAW );
this.indis = create_and_load_elements_buffer( gl, indices, gl.STATIC_DRAW );
this.n_verts = vertices.length / VERTEX_STRIDE * 4;
this.n_indis = indices.length;
this.program = program;
this.material = material;
this.use_color = use_color ?? false;
}
set_vertex_attributes() {
set_vertex_attrib_to_buffer(
gl, this.program,
"coordinates",
this.verts, 3,
gl.FLOAT, false, VERTEX_STRIDE, 0
);
set_vertex_attrib_to_buffer(
gl, this.program,
"color",
this.verts, 4,
gl.FLOAT, false, VERTEX_STRIDE, 12
);
set_vertex_attrib_to_buffer(
gl, this.program,
"uv",
this.verts, 2,
gl.FLOAT, false, VERTEX_STRIDE, 28
);
set_vertex_attrib_to_buffer(
gl, this.program,
"surf_normal",
this.verts, 3,
gl.FLOAT, false, VERTEX_STRIDE, 36
)
}
/**
* Create a box mesh with the given dimensions and colors. Creates normals.
* @param {WebGLRenderingContext} gl
*/
static box( gl, program, width, height, depth, material ) {
let hwidth = width / 2.0;
let hheight = height / 2.0;
let hdepth = depth / 2.0;
let verts = [
hwidth, -hheight, -hdepth, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0,
-hwidth, -hheight, -hdepth, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0,
-hwidth, hheight, -hdepth, 0.5, 0.5, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0,
hwidth, hheight, -hdepth, 1.0, 1.0, 0.5, 1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
hwidth, -hheight, hdepth, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
hwidth, -hheight, -hdepth, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
hwidth, hheight, -hdepth, 0.5, 0.5, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
hwidth, hheight, hdepth, 1.0, 1.0, 0.5, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
-hwidth, -hheight, hdepth, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
hwidth, -hheight, hdepth, 1.0, 1.0, 0.5, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
hwidth, hheight, hdepth, 0.5, 0.5, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
-hwidth, hheight, hdepth, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0,
-hwidth, -hheight, hdepth, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, 0.0,
-hwidth, -hheight, -hdepth, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 0.0,
-hwidth, hheight, -hdepth, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, -1.0, 0.0, 0.0,
-hwidth, hheight, hdepth, 1.0, 1.0, 0.5, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
-hwidth, hheight, -hdepth, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0,
hwidth, hheight, -hdepth, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0,
hwidth, hheight, hdepth, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0,
-hwidth, hheight, hdepth, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0,
-hwidth, -hheight, -hdepth, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0,
hwidth, -hheight, -hdepth, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, -1.0, 0.0,
hwidth, -hheight, hdepth, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0,
-hwidth, -hheight, hdepth, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 0.0,
];
let indis = [
// clockwise winding
0, 3, 2, 2, 1, 0,
4, 7, 6, 6, 5, 4,
8, 11, 10, 10, 9, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 23, 22, 22, 21, 20,
];
return new NormalMesh( gl, program, verts, indis, material, false );
}
/**
* Create a flat platform in the xz plane.
* @param {WebGLRenderingContext} gl
*/
static platform( gl, program, width, depth, uv_min, uv_max, material ) {
let hwidth = width / 2;
let hdepth = depth / 2;
let verts = [
-hwidth, 0, -hdepth, 1.0, 1.0, 1.0, 1.0, uv_min, uv_max, 0.0, 1.0, 0.0,
hwidth, 0, -hdepth, 1.0, 1.0, 1.0, 1.0, uv_max, uv_max, 0.0, 1.0, 0.0,
hwidth, 0, hdepth, 1.0, 1.0, 1.0, 1.0, uv_max, uv_min, 0.0, 1.0, 0.0,
-hwidth, 0, hdepth, 1.0, 1.0, 1.0, 1.0, uv_min, uv_min, 0.0, 1.0, 0.0,
];
let indis = [ 0, 1, 2, 2, 3, 0, ];
return new NormalMesh( gl, program, verts, indis, material, false );
}
/**
* Load a mesh from a heightmap.
* @param {WebGLRenderingContext} gl
* @param {WebGLProgram} program
* @param {number[][]} map
* @param {number} min
* @param {number} max
*/
static from_heightmap( gl, program, map, min, max, material ) {
let rows = map.length;
let cols = map[0].length;
const MIN_HEIGHT_COLOR = 0.2;
let off_x = cols / 2;
let off_z = rows / 2;
let verts = [];
let indis = [];
function color( height ) {
let normed_height = height / ( max - min );
return MIN_HEIGHT_COLOR + normed_height * ( 1 - MIN_HEIGHT_COLOR );
}
function push_vert( verts, vert, u, v, normal ) {
verts.push( vert.x, vert.y, vert.z );
let vert_bright = color( vert.y );
verts.push( vert_bright, vert_bright, vert_bright, 1.0 );
verts.push( u, v );
verts.push( normal.x, normal.y, normal.z );
}
for( let row = 1; row < rows; row++ ) {
for( let col = 1; col < cols; col++ ) {
let indi_start = indis.length;
let pos_tl = map[row - 1][col - 1];
let pos_tr = map[row - 1][col];
let pos_bl = map[row][col - 1];
let pos_br = map[row][col];
let v_tl = new Vec4( -1, pos_tl, -1 );
let v_tr = new Vec4( 0, pos_tr, -1 );
let v_bl = new Vec4( -1, pos_bl, 0 );
let v_br = new Vec4( 0, pos_br, 0 );
let normal_t1 = Vec4.normal_of_triangle( v_tl, v_tr, v_bl );
let normal_t2 = Vec4.normal_of_triangle( v_br, v_bl, v_tr );
// debug
// normal_t1 = new Vec4( 0, 1, 0 );
// normal_t2 = new Vec4( 0, 1, 0 );
v_tl.x += col - off_x;
v_tl.z += row - off_z;
v_tr.x += col - off_x;
v_tr.z += row - off_z;
v_bl.x += col - off_x;
v_bl.z += row - off_z;
v_br.x += col - off_x;
v_br.z += row - off_z;
push_vert( verts, v_tl, 0, 1, normal_t1 );
push_vert( verts, v_tr, 1, 1, normal_t1 );
push_vert( verts, v_bl, 0, 0, normal_t1 );
push_vert( verts, v_br, 1, 0, normal_t2 );
push_vert( verts, v_bl, 0, 0, normal_t2 );
push_vert( verts, v_tr, 1, 1, normal_t2 );
indis.push(
indi_start,
indi_start + 1,
indi_start + 2,
indi_start + 3,
indi_start + 4,
indi_start + 5
);
}
}
return new NormalMesh( gl, program, verts, indis, material, true );
}
/**
* Render the mesh. Does NOT preserve array/index buffer, program, or texture bindings!
*
* @param {WebGLRenderingContext} gl
*/
render( gl ) {
// gl.enable( gl.CULL_FACE );
gl.useProgram( this.program );
this.set_vertex_attributes();
gl.bindBuffer( gl.ARRAY_BUFFER, this.verts );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, this.indis );
bind_texture_samplers( gl, this.program, "tex_0" );
gl.activeTexture( gl.TEXTURE0 );
this.material.bind( gl, this.program );
set_uniform_int( gl, this.program, 'use_color', this.use_color );
gl.drawElements( gl.TRIANGLES, this.n_indis, gl.UNSIGNED_SHORT, 0 );
}
/**
* Create a UV sphere.
* @param {*} gl
* @param {*} program
* @param {*} radius
* @param {*} subdivs the number of subdivisions, both vertically and radially
* @param {*} material
* @returns
*/
static uv_sphere( gl, program, radius, subdivs, material ) {
if( subdivs < 3 ) {
throw new Error( "subdivs must be at least 3. value: " + subdivs );
}
let verts = []
let indis = []
for( let layer = 0; layer <= subdivs; layer++ ) {
// let y = layer / subdivs - 0.5;
let y_turns = layer / subdivs / 2;
let y = Math.cos( 2 * Math.PI * y_turns ) / 2;
let radius_scale_for_layer = Math.sin( 2 * Math.PI * y_turns );
for( let subdiv = 0; subdiv <= subdivs; subdiv++ ) {
let turns = subdiv / subdivs;
let rads = 2 * Math.PI * turns;
let x = Math.cos( rads ) / 2 * radius_scale_for_layer;
let z = Math.sin( rads ) / 2 * radius_scale_for_layer;
let point_norm = new Vec4( x, y, z, 0.0 ).norm();
let scaled_point = point_norm.scaled( radius );
// coordinates
verts.push( scaled_point.x, scaled_point.y, scaled_point.z );
// console.log( layer, subdiv, scaled_point.x, scaled_point.y, scaled_point.z );
// color (we're making it white for simplicity)
verts.push( 1, 1, 1, 1 );
// uvs
verts.push( subdiv / subdivs, layer / subdivs );
// normal vector. make sure you understand why the normalized coordinate is
// equivalent to the normal vector for the sphere.
verts.push( point_norm.x, point_norm.y, point_norm.z );
}
}
function get_indi_no_from_layer_and_subdiv_no( layer, subdiv ) {
let layer_start = layer * ( subdivs + 1 );
return layer_start + subdiv % ( subdivs + 1 );
}
for( let layer = 1; layer <= subdivs; layer++ ) {
for( let subdiv = 0; subdiv < subdivs; subdiv++ ) {
let i0 = get_indi_no_from_layer_and_subdiv_no( layer - 1, subdiv );
let i1 = get_indi_no_from_layer_and_subdiv_no( layer - 1, subdiv + 1 );
let i2 = get_indi_no_from_layer_and_subdiv_no( layer, subdiv );
let i3 = get_indi_no_from_layer_and_subdiv_no( layer, subdiv + 1 );
indis.push( i0, i2, i3, i3, i1, i0 );
}
}
return new NormalMesh( gl, program, verts, indis, material, true );
}
static marchingCubes( gl, program, subdivs, xpos, ypos, zpos, thresh, octaves, material ) {
function inside(x, y, z) {
x += xpos;
y += ypos;
z += zpos;
// strarting sphere:
if ((x-0.5)*(x-0.5) + (y-0.5)*(y-0.5) + (z-0.5)*(z-0.5) <= 0.05) {
return 1;
} else {
return fractal3d(x, y, z, octaves) <= thresh;
}
}
function normalVec(x, y, z) {
let ba = new Vec4(-x, y, 0.0, 1.0);
let ca = new Vec4(-x, 0.0, z, 1.0);
return ba.cross(ca).norm();
}
let verts = [];
let indis = [];
let cellData = [];
let dx0, dx1, dy0, dy1, dz0, dz1;
for (let x = 0; x < subdivs; x++) {
dx0 = x/(subdivs);
dx1 = (x+1)/(subdivs);
for (let y = 0; y < subdivs; y++) {
dy0 = y/(subdivs);
dy1 = (y+1)/(subdivs);
for (let z = 0; z < subdivs; z++) {
dz0 = z/(subdivs);
dz1 = (z+1)/(subdivs);
// might be better to calculate the triangle index here instead
cellData.push([inside(dx0, dy0, dz0), inside(dx0, dy0, dz1),
inside(dx0, dy1, dz0), inside(dx0, dy1, dz1),
inside(dx1, dy0, dz0), inside(dx1, dy0, dz1),
inside(dx1, dy1, dz0), inside(dx1, dy1, dz1)]);
}
}
}
// +-----6-------+
// / | /|
// 11 7 10 5
// +-----+2------+ |
// | +-----4-+-----+
// 3 8 1 9
// | / | /
// +------0------+
// (except it's flipped)
let dist = 1.0/subdivs;
let pointTable = [
new Vec4(dist, dist, 0.0, 1.0),
new Vec4(dist, 0.0, -dist, 1.0),
new Vec4(dist, -dist, 0.0, 1.0),
new Vec4(dist, 0.0, dist, 1.0),
new Vec4(-dist, dist, 0.0, 1.0),
new Vec4(-dist, 0.0, -dist, 1.0),
new Vec4(-dist, -dist, 0.0, 1.0),
new Vec4(-dist, 0.0, dist, 1.0),
new Vec4(0.0, dist, dist, 1.0),
new Vec4(0.0, dist, -dist, 1.0),
new Vec4(0.0, -dist, -dist, 1.0),
new Vec4(0.0, -dist, dist, 1.0)
];
let index = 0;
let vertSize, triangleSize, norm, px, py, pz, cx, cy, i, t;
let point = [];
for (let x = 0; x < subdivs; x++) {
cx = x * subdivs * subdivs;
dx0 = x/(subdivs);
for (let y = 0; y < subdivs; y++) {
cy = y * subdivs;
dy0 = y/(subdivs);
for (let z = 0; z < subdivs; z++) {
i = cx + cy + z;
dz0 = z/(subdivs);
// prob could use bit-wise operations
for (let j = 0; j < 8; j++) {
index += Math.pow(2, j) * cellData[i][7-j];
}
vertSize = verts.length/(VERTEX_STRIDE/4);
triangleSize = TriangleTable[index].length - 1;
for (let j = 0; j < triangleSize; j++) {
t = TriangleTable[index][j];
if (point.includes(t)) {
indis.push(vertSize + point.indexOf(t));
} else {
px = pointTable[t].x + 2*dx0 + 2*xpos;
py = pointTable[t].y + 2*dy0 + 2*ypos;
pz = pointTable[t].z + 2*dz0 + 2*zpos;
// coords
verts.push(px, py, pz);
// colors
verts.push(0.2, 1.0, 0.2, 1.0);
// uvs
verts.push(0, y/(subdivs-1));
// norms
norm = normalVec(px, py, pz);
verts.push(norm.x, norm.y, norm.z);
indis.push(vertSize + j - (j-point.length));
point.push(t);
}
}
point = [];
index = 0;
}
}
}
return new NormalMesh( gl, program, verts, indis, material, true );
}
}