coolroar Posted November 26, 2018 Share Posted November 26, 2018 (Installment one is embodied at https://jounce.space/zoom (infinite field of polyhedra).) This is installment two towards infinite 3D Terrain. "Exterior" shot: Interior shot: This is not yet "infinite". For now it's a limited 3D lattice. Go to https://www.babylonjs-playground.com/#USDWIJ#4 and make your way to an exit for an over-all view. For all the effort I've put into this, I'm now at a loss over what to do with it. Suggestions? A technique looking for an idea! Happy Holidays! ? ? trevordev and jerome 2 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted November 26, 2018 Share Posted November 26, 2018 It lag a lot. I can not use it. (10 FPS) Quote Link to comment Share on other sites More sharing options...
coolroar Posted November 26, 2018 Author Share Posted November 26, 2018 @Dad72 Oops! Here it is with much smaller lattice: https://www.babylonjs-playground.com/#USDWIJ#4 My newly acquired refurbished computer has a bit more oomph than I thought! Edit: I think I'm seeing a mistake -- when viewing the labyrinth from outside, I think I'm seeing two interlaced but unconnected labyrinths. This would also apply to the PG in the OP. Hopefully not apply to the PGs in my later posts, since they use a different method to generate the lattice. ? Edit 2: Fixed it by replacing lattice generator with recursive version. jerome and Sebavan 2 Quote Link to comment Share on other sites More sharing options...
jerome Posted November 27, 2018 Share Posted November 27, 2018 excellent ! I like this geometry too coolroar 1 Quote Link to comment Share on other sites More sharing options...
coolroar Posted November 28, 2018 Author Share Posted November 28, 2018 To INFINITY and b e y o n d ! Now the lattice develops as you approach, adding chambers ahead of you using chambers that you've left behind. Your processors only have to manage 16 total chambers instead of XxYxZ chambers for an XxYxZ sized lattice. So better frame rate and an infinity of chambers! PG:-------------- ? https://www.babylonjs-playground.com/#USDWIJ#5 ? For challenge, try to make your way to an exit -- exits are at grid coordinates that are divisible by four: [4, 4, 4], [40,-12,8], etc. Another challenge: try exit a chamber and return through a different tunnel. The Code: My goal was to make a regular labyrinth: uniform sized and spaced chambers with tunnels connected to each nearest neighbor. To avoid sight-lines that extend beyond neighboring chambers, I based the chambers on the tetrahedron. The tetrahedron has four faces, none of which are parallel. Actually, I used the truncated tetrahedron which has hexagon instead of triangle faces. I extended the hexagons to form the tunnels. [Some of the code is kinda complicated and the commenting is rather sparse: I need to develop vocabulary.] The following may help. Some interesting characteristics of this tetrahedral lattice: Adjacent chambers are mirror images. The absolute values of the components of a vector between neighboring chambers are equal (opposite corners of a cube). So with a grid increment gi, a chamber located at [a,b,c], its four neighbors would be at: [a-gi, b+gi, c+gi], [a+gi, b+gi, c-gi], [a-gi, b-gi, c-gi], and [a+gi, b-gi, c+gi]. Since neighboring chambers are mirrored, the signs of gi must be reversed for alternate chambers. (PG lines 166 - 178) If the grid increment gi = 1, as it is in the PG, the chamber grid coordinates will all be even or all be odd: [even, even, even] or [odd, odd, odd]. See nearestLatticePoint() (PG lines 200- 230) __________________________________________________________________________ Please come back with your questions and suggestions! ? ? ssaket, jerome and Sebavan 3 Quote Link to comment Share on other sites More sharing options...
coolroar Posted November 29, 2018 Author Share Posted November 29, 2018 I woke up this AM with questions and musings about this project. Q: Are the [even, even, even], [odd, odd, odd] lattice node positions required? A: No, the lattice can be started (seeded) anywhere. The [even, even, even], [odd, odd, odd] pattern is convenient. Q: Are all [even, even, even] and [odd, odd, odd] positions occupied? A: No. A node (eg. [3,5,7]) has four neighbors, but there are eight neighboring [even, even, even] positions: [2, 4, 6], [2, 4, 8], [2, 6, 6], [2, 6, 8], [4, 4, 6], [4, 4, 8], [4, 6, 6], [4, 6, 8]. Q: So exits at positions with coordinates divisible by ten might not exist? A: Possibly, 50% chance since I chose div by 10 arbitrarily. Q: How can I choose periodic exit locations that do exist? A: Don't know. Working on it. Help? (https://www.babylonjs-playground.com/#USDWIJ#2 lines 191 - 194). ? ------------------------------------------------------------------------------------------------------------------ Postscript: The lattice repeats every 4 along cardinal axis, so here I've put exits at positions with coordinates all divisible by four: https://www.babylonjs-playground.com/#USDWIJ#5 and changed other references to PG with non-existing exits. Quote Link to comment Share on other sites More sharing options...
coolroar Posted November 29, 2018 Author Share Posted November 29, 2018 I'm pretty sure that the first two PGs in this topic are generating two interleaved lattices (not my intention). https://www.babylonjs-playground.com/#USDWIJ and https://www.babylonjs-playground.com/#USDWIJ#1 The lattices are produced in this triple nested for loop: for (var i = -count; i < count; i++) {// make lattice for (var j = -count; j < count; j++) { for (var k = -count; k < count; k++) { var newInstance = polygon.createInstance("i" + i); newInstance.checkCollisions = true; newInstance.position.set(i*24,i*24+j*24,i*24+k*24) chamberLabel(newInstance.position.clone()) newInstance = mpolygon.createInstance("ii" + i); newInstance.checkCollisions = true; newInstance.position.set(i*24+12,i*24+j*24+12,i*24+k*24+12) chamberLabel(newInstance.position.clone()) }}} [sorry 'bout not giving literal 24 a var name] Anyone care to try fixing this gnarly inscrutable lattice generator? ? ⁉️ ---------------------------------------------------------------------------------------------------------------------- Edit: Fixed it by replacing the triple nested for loop with a recursive version https://www.babylonjs-playground.com/#USDWIJ#4 /////////// recursive lattice builder var occupied = {} var count = 4 var radiusComponent = 12 function addRR(n, gx,gy,gz) { if (n >= count) return // done, go home addOneRR(n, gx-1, gy+1, gz+1) addOneRR(n, gx+1, gy+1, gz-1) addOneRR(n, gx-1, gy-1, gz-1) addOneRR(n, gx+1, gy-1, gz+1) } function addLL(n, gx,gy,gz) { if (n >= count) return // done, go home addOneLL(n, gx+1, gy-1, gz-1) addOneLL(n, gx-1, gy-1, gz+1) addOneLL(n, gx+1, gy+1, gz+1) addOneLL(n, gx-1, gy+1, gz-1) } function addOneRR(n, gx,gy,gz) { var name = gx+","+gy+","+gz if (occupied[name]) return occupied[name] = true var newInstance = mpolygon.createInstance("i" + n); newInstance.checkCollisions = true; newInstance.position.set(gx*radiusComponent, gy*radiusComponent, gz*radiusComponent) chamberLabel(newInstance.position.clone()) addLL(n+1, gx,gy,gz) // go add connected chambers (recursive) } function addOneLL(n, gx,gy,gz) { var name = gx+","+gy+","+gz if (occupied[name]) return occupied[name] = true var newInstance = polygon.createInstance("i" + n); newInstance.checkCollisions = true; newInstance.position.set(gx*radiusComponent, gy*radiusComponent, gz*radiusComponent) chamberLabel(newInstance.position.clone()) addRR(n+1, gx,gy,gz) // go add connected chambers (recursive) } addRR(0, 0,0,0) // start recursive lattice builder /////////// end of recursive lattice builder ? Quote Link to comment Share on other sites More sharing options...
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