最後活躍 2 years ago

mesher.js 原始檔案
1 function mesh (params) {
2 const dims = params.dims
3 const vertices = []
4 const indices = []
5 const normals = []
6
7 for (let backFace = true, b = false; b !== backFace; backFace = backFace && b, b = !b) {
8 // Sweep over 3-axes
9 for (let d = 0; d < 3; ++d) {
10 let i, j, k, l, w, h, side
11 const u = (d + 1) % 3
12 const v = (d + 2) % 3
13 const x = [0, 0, 0]
14 const q = [0, 0, 0]
15
16 // Here we're keeping track of the side that we're meshing.
17 if (d === 0) side = backFace ? LEFT : RIGHT
18 else if (d === 1) side = backFace ? BOTTOM : TOP
19 else if (d === 2) side = backFace ? BACK : FRONT
20
21 const mask = new Int32Array(dims[u] * dims[v])
22 q[d] = 1
23 // Move through the dimension from front to back
24 for (x[d] = -1; x[d] < dims[d];) {
25 // Compute mask
26 let n = 0
27 for (x[v] = 0; x[v] < dims[v]; ++x[v]) {
28 for (x[u] = 0; x[u] < dims[u]; ++x[u]) {
29 const current = this.getBlockAt(params, dims, x[0], x[1], x[2])
30 const ajacent = this.getBlockAt(params, dims, x[0] + q[0], x[1] + q[1], x[2] + q[2])
31 mask[n++] = ((current && ajacent && current === ajacent)) ? null : (backFace ? ajacent : current)
32 }
33 }
34
35 // Increment x[d]
36 ++x[d]
37
38 // Generate mesh for mask using lexicographic ordering
39 n = 0
40 for (j = 0; j < dims[v]; ++j) {
41 for (i = 0; i < dims[u];) {
42 if (mask[n]) {
43 // Compute width
44 for (w = 1; mask[n + w] && mask[n + w] === mask[n] && i + w < dims[u]; ++w) {}
45
46 // Compute height
47 let done = false
48 for (h = 1; j + h < dims[v]; ++h) {
49 for (k = 0; k < w; ++k) {
50 if (!mask[n + k + h * dims[u]] || mask[n + k + h * dims[u]] !== mask[n]) {
51 done = true
52 break
53 }
54 }
55 if (done) break
56 }
57
58 // Create quad
59 x[u] = i
60 x[v] = j
61
62 const du = [0, 0, 0]
63 du[u] = w
64
65 const dv = [0, 0, 0]
66 dv[v] = h
67
68 const quad = [
69 [x[0], x[1], x[2]],
70 [x[0] + du[0], x[1] + du[1], x[2] + du[2]],
71 [x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]],
72 [x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]]
73 ]
74
75 // Add vertices and normals
76 const mul = backFace ? -1 : 1
77 for (var qindex = 0; qindex < 4; ++qindex) {
78 vertices.push(quad[qindex][0], quad[qindex][1], quad[qindex][2])
79 normals.push(q[0] * mul, q[1] * mul, q[2] * mul)
80 }
81
82 // Add indices
83 const indexi = vertices.length / 3 - 4
84 if (backFace) {
85 indices.push(indexi + 2, indexi + 1, indexi)
86 indices.push(indexi + 3, indexi + 2, indexi)
87 } else {
88 indices.push(indexi, indexi + 1, indexi + 2)
89 indices.push(indexi, indexi + 2, indexi + 3)
90 }
91
92 // Zero-out mask
93 for (l = 0; l < h; ++l) {
94 for (k = 0; k < w; ++k) {
95 mask[n + k + l * dims[u]] = false
96 }
97 }
98
99 // Increment counters and continue
100 i += w
101 n += w
102 } else {
103 ++i
104 ++n
105 }
106 }
107 }
108 }
109 }
110 }
111
112 return { vertices, indices, normals }
113 }
114}