Finally a hex sphere, albeit pointy

I still need to flatten the hexagons and pentagons to make it a true dual
polyhedron of the icosahedron.

Also needs performance improvements. Like caching the vertices, switching from
fan subdivision to a different method that represents hexagons and pentagons
with less triangles.
This commit is contained in:
Tyler Hallada 2019-02-04 01:43:11 -05:00
parent ec037d219a
commit 113de04cbe
2 changed files with 85 additions and 13 deletions

View File

@ -5,7 +5,7 @@
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1",
"start": "webpack-dev-server --mode development --watch-poll --progress --hot",
"start": "webpack-dev-server --mode development --watch --progress --hot",
"build": "webpack"
},
"author": "",

View File

@ -5,24 +5,96 @@ var OrbitControls = require("three-orbit-controls")(THREE);
const scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
var geometry = new THREE.IcosahedronBufferGeometry(5, 7);
var geometry = new THREE.IcosahedronGeometry(10, 2);
var position = geometry.getAttribute("position");
var colors = [];
var color = new THREE.Color(Math.random(), Math.random(), Math.random());
for (var i = 0; i < position.count / 3; i += 1) {
color.setRGB(i / (position.count / 3), i / (position.count / 3), i / (position.count / 3));
colors.push(color.r, color.g, color.b);
colors.push(color.r, color.g, color.b);
colors.push(color.r, color.g, color.b);
var vertToFaces = {};
var newVertices = geometry.vertices;
var newFaces = [];
for (var i = 0; i < geometry.faces.length; i += 1) {
var face = geometry.faces[i];
if (vertToFaces[face.a]) {
vertToFaces[face.a].push(i);
} else {
vertToFaces[face.a] = [i];
}
if (vertToFaces[face.b]) {
vertToFaces[face.b].push(i);
} else {
vertToFaces[face.b] = [i];
}
if (vertToFaces[face.c]) {
vertToFaces[face.c].push(i);
} else {
vertToFaces[face.c] = [i];
}
}
var originalVertCount = geometry.vertices.length;
var faceCentroids = {};
for (var i = 0; i < geometry.faces.length; i += 1) {
var face = geometry.faces[i];
var vertexA = geometry.vertices[face.a];
var vertexB = geometry.vertices[face.b];
var vertexC = geometry.vertices[face.c];
var centroid = new THREE.Vector3(
(vertexA.x + vertexB.x + vertexC.x) / 3,
(vertexA.y + vertexB.y + vertexC.y) / 3,
(vertexA.z + vertexB.z + vertexC.z) / 3,
);
var centroidIndex = newVertices.push(centroid) - 1;
faceCentroids[i] = centroidIndex;
}
for (var i = 0; i < originalVertCount; i += 1) {
var faces = vertToFaces[i];
var color = new THREE.Color(Math.random(), Math.random(), Math.random());
for (var j = 0; j < faces.length; j += 1) {
var faceIndex = faces[j];
var face = geometry.faces[faceIndex];
var nonCenterVerts = [face.a, face.b, face.c].filter(vert => vert !== i);
var sortedFace = new THREE.Face3(i, nonCenterVerts[0], nonCenterVerts[1]);
var vertexA = geometry.vertices[sortedFace.a];
var vertexB = geometry.vertices[sortedFace.b];
var vertexC = geometry.vertices[sortedFace.c];
var halfAB = vertexA.clone().lerp(vertexB, 0.5);
var halfAC = vertexA.clone().lerp(vertexC, 0.5);
var halfBC = vertexB.clone().lerp(vertexC, 0.5);
// TODO: cache these and retrieve in future iteration (use .toFixed(3) in hash)
var centroidIndex = faceCentroids[faceIndex];
var halfABIndex = newVertices.push(halfAB) - 1;
var halfACIndex = newVertices.push(halfAC) - 1;
var halfBCIndex = newVertices.push(halfBC) - 1;
var face1 = new THREE.Face3(sortedFace.a, centroidIndex, halfABIndex);
face1.color = color;
var face2 = new THREE.Face3(sortedFace.a, centroidIndex, halfACIndex);
face2.color = color;
newFaces.push(face1, face2);
}
}
function disposeArray() {
this.array = null;
}
geometry.addAttribute("color", new THREE.Float32BufferAttribute(colors, 3).onUpload(disposeArray));
var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors });
var sphere = new THREE.Mesh(geometry, material);
var newGeometry = new THREE.Geometry();
newGeometry.vertices = newVertices;
newGeometry.faces = newFaces;
newGeometry.computeFaceNormals();
newGeometry.computeVertexNormals();
newGeometry.normalize();
var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors, side: THREE.DoubleSide });
var sphere = new THREE.Mesh(newGeometry, material);
scene.add(sphere);
var controls = new OrbitControls(camera);