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@@ -196,11 +196,16 @@ class MarchingCubesState {
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const n1y = sfg(sf, hi, Math.max(0, hj - 1), hk) - sfg(sf, hi, Math.min(this.nY - 1, hj + 1), hk);
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const n1z = sfg(sf, hi, hj, Math.max(0, hk - 1)) - sfg(sf, hi, hj, Math.min(this.nZ - 1, hk + 1));
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- this.builder.addNormal(
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- n0x + t * (n0x - n1x),
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- n0y + t * (n0y - n1y),
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- n0z + t * (n0z - n1z)
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- );
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+ const nx = n0x + t * (n0x - n1x);
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+ const ny = n0y + t * (n0y - n1y);
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+ const nz = n0z + t * (n0z - n1z);
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+
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+ // ensure normal-direction is the same for negative and positive iso-levels
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+ if (this.isoLevel >= 0) {
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+ this.builder.addNormal(nx, ny, nz);
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+ } else {
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+ this.builder.addNormal(-nx, -ny, -nz);
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+ }
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return id;
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}
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@@ -255,7 +260,13 @@ class MarchingCubesState {
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const triInfo = TriTable[tableIndex];
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for (let t = 0; t < triInfo.length; t += 3) {
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- this.builder.addTriangle(this.vertList, triInfo[t], triInfo[t + 1], triInfo[t + 2], edgeFilter);
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+ const l = triInfo[t], m = triInfo[t + 1], n = triInfo[t + 2];
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+ // ensure winding-order is the same for negative and positive iso-levels
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+ if (this.isoLevel >= 0) {
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+ this.builder.addTriangle(this.vertList, l, m, n, edgeFilter);
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+ } else {
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+ this.builder.addTriangle(this.vertList, n, m, l, edgeFilter);
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+ }
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}
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}
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}
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