add pocket shadow support
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parent
824770c070
commit
29947815cd
2 changed files with 29 additions and 12 deletions
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@ -708,7 +708,7 @@ class Widget {
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return this;
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}
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async shadowAt(z) {
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async shadowAt(z, pocket) {
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let shadows = this.cache.shadows;
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if (!shadows) {
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shadows = this.cache.shadows = {};
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@ -721,10 +721,11 @@ class Widget {
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let zover = Object.keys(shadows).map(v => parseFloat(v)).filter(v => v > z);
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let minZabove = Math.min(Infinity, ...zover);
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// shift shadow probeline down a fraction to capture z flats with FP noise
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let shadow = this.#computeShadowAt(z - 0.005, minZabove);
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let shadow = this.#computeShadowAt(z - 0.005, minZabove, undefined, pocket);
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if (minZabove < Infinity) {
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shadow = POLY.union([...shadow, ...shadows[minZabove]], 0, true, { wasm: false });
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// cull interior sliver voids
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if (!pocket)
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for (let poly of shadow) {
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if (poly.inner) {
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poly.inner = poly.inner.filter(inr => {
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@ -741,7 +742,7 @@ class Widget {
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// create a stack of faces in 1mm increments
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// the stacks are then used to produce shadowlines
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#ensureShadowCache() {
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#ensureShadowCache(pocket) {
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if (this.cache.shadow) {
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return this.cache.shadow;
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}
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@ -758,7 +759,7 @@ class Widget {
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const b = new THREE.Vector3(geo[ip++], geo[ip++], geo[ip++]);
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const c = new THREE.Vector3(geo[ip++], geo[ip++], geo[ip++]);
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const n = THREE.computeFaceNormal(a, b, c);
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if (n.z < 0.001) {
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if ((pocket && n.z > -0.001) || (!pocket && n.z < 0.001)) {
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continue;
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}
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const minZ = Math.floor(Math.min(a.z, b.z, c.z));
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@ -771,13 +772,13 @@ class Widget {
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return this.cache.shadow = stack;
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}
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async computeShadowStack(zlist, progress) {
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async computeShadowStack(zlist, progress, pocket) {
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let shadow_stack = this.cache.shadow_stack;
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if (!shadow_stack) {
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shadow_stack = this.cache.shadow_stack = {};
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}
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let work = self.kiri_worker;
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let stack = this.#ensureShadowCache();
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let stack = this.#ensureShadowCache(pocket);
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let plist = [];
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if (debug_shadow) console.time('seed minion buckets');
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work.minions.broadcast('cam_shadow_stack', stack);
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@ -800,13 +801,14 @@ class Widget {
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work.minions.broadcast('cam_shadow_stack', { clear: true });
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}
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computeShadowAtZ(z, ztop, cached) {
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return this.#computeShadowAt(z, ztop, cached);
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// called from minion
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computeShadowAtZ(z, ztop, cached, pocket) {
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return this.#computeShadowAt(z, ztop, cached, pocket);
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}
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// union triangles > z (opt cap < ztop) into polygon(s)
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// slice the triangle stack matchingg z then union the results
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#computeShadowAt(z, ztop, cached) {
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#computeShadowAt(z, ztop, cached, pocket) {
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let shadow_stack = this.cache.shadow_stack;
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if (shadow_stack && shadow_stack[z]) {
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return shadow_stack[z];
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@ -814,7 +816,7 @@ class Widget {
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let label = `compute shadow ${z.round(2)}`;
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if (debug_shadow) console.time(label);
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const found = [];
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const stack = cached ?? this.#ensureShadowCache();
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const stack = cached ?? this.#ensureShadowCache(pocket);
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let minZ = Math.floor(z);
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let maxZ = Math.ceil(z);
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let slices = [];
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