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import { Vector3, Geometry } from 'three'
import { FACE_SCALE, LINE_THICKNESS } from '../constants'

export function getLineGeometry(points) {
  return [
    points.slice(0, 17),
    points.slice(17, 22),
    points.slice(22, 27),
    points.slice(27, 31),
    points.slice(31, 36),
    points.slice(36, 42),
    points.slice(42, 48),
    points.slice(48)
  ].map((a, i) => {
    const geometry = new Geometry()
    a.forEach(p => geometry.vertices.push(p))
    if (i > 4) {
      geometry.vertices.push(a[0])
    }
    return geometry
  })
}

export function updateLineGeometry(points, meshes) {
  getLineGeometry(points).forEach((geometry, i) => {
    const [line, mesh] = meshes[i]
    line.setGeometry(geometry, () => LINE_THICKNESS)
    mesh.geometry.vertices = line.geometry.vertices
    mesh.geometry.verticesNeedUpdate = true
  })
}

export function lerp(n, a, b) {
  return (b - a) * n + a
}

export function lerpPoint(n, A, B, C) {
  C.x = lerp(n, A.x, B.x)
  C.y = lerp(n, A.y, B.y)
  C.z = lerp(n, A.z, B.z)
}

export function lerpPoints(n, A, B, C) {
  for (let i = 0, len = A.length; i < len; i++) {
    lerpPoint(n, A[i], B[i], C[i])
  }
}

export function updateCubeGeometry(points, cubes) {
  cubes.forEach((cube, i) => {
    const p = points[i]
    cube.position.set(p.x, p.y, p.z)
  })
}

export function updateFace(buf, cubes, meshes) {
  updateCubeGeometry(buf, cubes)
  updateLineGeometry(buf, meshes)
}

export function getBounds(obj) {
  return obj.reduce((a, p) => {
    return [
      Math.min(a[0], p[0]),
      Math.max(a[1], p[0]),
      Math.min(a[2], p[1]),
      Math.max(a[3], p[1]),
      Math.min(a[4], p[2]),
      Math.max(a[5], p[2]),
    ]
  }, [Infinity, -Infinity, Infinity, -Infinity, Infinity, -Infinity])
}

export function recenter(obj) {
  const bounds = getBounds(obj)
  const xWidth = (bounds[1] - bounds[0]) / 2
  const yWidth = (bounds[3] - bounds[2]) / -3
  const zWidth = (bounds[5] - bounds[4]) / 2
  return obj.map(p => {
    p[0] = p[0] - bounds[0] - xWidth
    p[1] = -p[1] + bounds[1] + yWidth
    p[2] = p[2] - bounds[2] + zWidth
    return new Vector3(p[0] * FACE_SCALE, p[1] * FACE_SCALE, p[2] * FACE_SCALE)
  })
}