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https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-19 04:27:55 +01:00
fixed shape point order
only dot product is supposed to be > 0 in my code it’s < 0. some where mathmatical problem maybe fix some where in the future (it works just ugly)
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@ -55,7 +55,7 @@ var camera = new THREE.PerspectiveCamera(75, renderer.domElement.width/renderer.
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applyMouseControls(renderer, camera, 1000);
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var material = new THREE.MeshLambertMaterial({color: 0x000000, wireframe: true});
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var geometry = new THREE.TorusGeometry(20, 10, 4, 6);
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var geometry = new THREE.TorusGeometry(20, 10, 10, 10);
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//var geometry = new THREE.BoxGeometry(10, 10, 10, 1, 1, 1);
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//var geometry = new THREE.SphereGeometry(40, 10, 10);
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var mesh = new THREE.Mesh(geometry, material);
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@ -89,12 +89,9 @@ CAL.Scene.draw();
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CAL.Scene.context.strokeStyle = "#FF0000";
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for (var i = 0; i < shapes.length; i ++) {
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var shape = shapes[i];
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console.log(shape.points.length);
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for (var j = 0; j < shape.points.length; j ++) {
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var normal = shape.getNormal(j).scale(20);
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var point = shape.points[j];
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@ -39,7 +39,8 @@ D3D.Slicer.prototype.addLine = function (a, b) {
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this.lines.push({
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line: new THREE.Line3(this.geometry.vertices[a], this.geometry.vertices[b]),
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connects: []
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connects: [],
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normals: []
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});
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}
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@ -53,6 +54,7 @@ D3D.Slicer.prototype.createLines = function () {
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for (var i = 0; i < this.geometry.faces.length; i ++) {
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var face = this.geometry.faces[i];
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var normal = new THREE.Vector2().set(face.normal.x, face.normal.z).normalize();
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//check for only adding unique lines
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//returns index of said line
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@ -64,8 +66,12 @@ D3D.Slicer.prototype.createLines = function () {
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//something wrong here, 3 face can go in different direction
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this.lines[a].connects.push(b, c);
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this.lines[b].connects.push(a, c);
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this.lines[b].connects.push(c, a);
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this.lines[c].connects.push(a, b);
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this.lines[a].normals.push(normal, normal);
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this.lines[b].normals.push(normal, normal);
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this.lines[c].normals.push(normal, normal);
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}
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//sort lines on min height
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@ -119,18 +125,25 @@ D3D.Slicer.prototype.slice = function (height, step) {
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done.push(index);
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var connects = this.lines[index].connects;
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var faceNormals = this.lines[index].normals;
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for (var j = 0; j < connects.length; j ++) {
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index = connects[j];
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if (intersections[index] && done.indexOf(index) === -1) {
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break;
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var normal = new THREE.Vector2().copy(intersection).sub(intersections[index]).normal().normalize();
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var faceNormal = faceNormals[j];
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if (normal.dot(faceNormal) < 0) {
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break;
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}
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else {
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index = -1;
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}
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}
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else {
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index = -1;
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}
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}
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console.log(j);
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}
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//think this check is not nescesary, always higher as 0
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@ -11,6 +11,13 @@ var D3D = {
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"contact": "develop@doodle3d.com"
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};
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THREE.Vector2.prototype.normal = function () {
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var x = this.y;
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var y = -this.x;
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return this.set(x, y);
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};
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function sendAPI (url, data, callback) {
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"use strict";
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