start new slice / layer / render system

This commit is contained in:
Stewart Allen 2020-11-06 21:43:28 -05:00
commit 4ca0a26af5
6 changed files with 134 additions and 8 deletions

View file

@ -26,11 +26,50 @@
});
}
CAM.renderSlice = function(slice) {
let group = new THREE.Group();
let render = slice.render;
let view = slice.view;
function addPoly(vertices, poly) {
const points = poly.points, len = points.length;
for (let i=1; i<len; i++) {
const p1 = points[i-1], p2 = points[i];
vertices.push(new THREE.Vector3(p1.x, p1.y, p1.z));
vertices.push(new THREE.Vector3(p2.x, p2.y, p2.z));
}
if (!poly.open) {
const p1 = points[len - 1], p2 = points[0];
vertices.push(new THREE.Vector3(p1.x, p1.y, p1.z));
vertices.push(new THREE.Vector3(p2.x, p2.y, p2.z));
}
}
for (const [layer, data] of Object.entries(render.layers)) {
const mat = new THREE.LineBasicMaterial({ color: data.color });
const geo = new THREE.Geometry(), vertices = geo.vertices;
const polys = data.polys;
for (let i=0, il=polys.length; i<il; i++) {
addPoly(vertices, polys[i]);
}
const lines = data.lines;
for (let i=0, il=lines.length; i<il; i++) {
const p = lines[i];
vertices.push(new THREE.Vector3(p.x, p.y, p.z));
}
group.add(new THREE.LineSegments(geo, mat));
}
slice.view.add(group);
};
CAM.sliceRender = function(widget) {
let slices = widget.slices;
if (!slices) return;
slices.forEach(function(slice) {
if (slice.render) return CAM.renderSlice(slice);
let tops = slice.tops,
layers = slice.layers,
outline = layers.outline,

View file

@ -121,13 +121,10 @@
let terrain = slicer.slice(tzindex, { each: (data, index, total) => {
tshadow = POLY.union(tshadow.appendAll(data.tops), 0.01, true);
tslices.push(data.slice);
// let slice = data.slice;
// slice.z = data.z;
// slice.index = sliceIndex++;
// slice.camMode = PRO.LEVEL;
// slice.tops[0].inner = POLY.setZ(tshadow.clone(true), data.z);
// sliceAll.push(slice);
// onupdate(opSum + (index/total) * opOn[1], opOn[0]);
// sliceAll.push(data.slice);
// data.slice.output()
// .setLayer("debug", 0xff0000)
// .addPolys(POLY.setZ(tshadow.clone(true), data.z));
updateOp(index, total);
}, genso: true });
let shadowTop = terrain[terrain.length - 1];