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webgl_materials_curvature.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - shader - curvature [ninja]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: #ffffff; }
#webglmessage a { color:#da0 }
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - curvature estimation of a geometry by <a href="http://codercat.club" target="_blank" rel="noopener">CoderCat</a></div>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script id="vertexShaderRaw" type="x-shader/x-vertex">
attribute float curvature;
varying float vCurvature;
void main() {
vec3 p = position;
vec4 modelViewPosition = modelViewMatrix * vec4( p , 1.0 );
gl_Position = projectionMatrix * modelViewPosition;
vCurvature = curvature;
}
</script>
<script id="fragmentShaderRaw" type="x-shader/x-fragment">
varying vec3 vViewPosition;
varying float vCurvature;
void main() {
gl_FragColor = vec4( vCurvature * 2.0, 0.0, 0.0, 0.0 );
}
</script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer;
var ninjaMeshRaw, curvatureAttribute, bufferGeo;
init();
animate();
//returns average of elements in a dictionary
function average( dict ) {
var sum = 0;
var length = 0;
Object.keys( dict ).forEach( function ( key ) {
sum += dict[ key ];
length ++;
} );
return sum / length;
}
//clamp a number between min and max
function clamp( number, min, max ) {
return Math.max( min, Math.min( number, max ) );
}
//filter the curvature array to only show concave values
function filterConcave( curvature ) {
for ( var i = 0; i < curvature.length; i ++ ) {
curvature[ i ] = Math.abs( clamp( curvature[ i ], - 1, 0 ) );
}
}
//filter the curvature array to only show convex values
function filterConvex( curvature ) {
for ( var i = 0; i < curvature.length; i ++ ) {
curvature[ i ] = clamp( curvature[ i ], 0, 1 );
}
}
//filter the curvature array to show both the concave and convex values
function filterBoth( curvature ) {
for ( var i = 0; i < curvature.length; i ++ ) {
curvature[ i ] = Math.abs( curvature[ i ] );
}
}
//initialize the scene
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.x = - 23;
camera.position.y = 2;
camera.position.z = 24;
var controls = new THREE.OrbitControls( camera );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
document.body.appendChild( renderer.domElement );
var loader = new THREE.OBJLoader();
//load the obj
loader.load( 'models/obj/ninja/ninjaHead_Low.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child.isMesh ) {
bufferGeo = child.geometry;
bufferGeo.center();
var dict = {};
for ( var i = 0; i < bufferGeo.attributes.position.count; i += 3 ) {
//create a dictionary of every position, and its neighboring positions
var array = bufferGeo.attributes.position.array;
var normArray = bufferGeo.attributes.normal.array;
var posA = new THREE.Vector3( array[ 3 * i ], array[ 3 * i + 1 ], array[ 3 * i + 2 ] );
var posB = new THREE.Vector3( array[ 3 * ( i + 1 ) ], array[ 3 * ( i + 1 ) + 1 ], array[ 3 * ( i + 1 ) + 2 ] );
var posC = new THREE.Vector3( array[ 3 * ( i + 2 ) ], array[ 3 * ( i + 2 ) + 1 ], array[ 3 * ( i + 2 ) + 2 ] );
var normA = new THREE.Vector3( normArray[ 3 * i ], normArray[ 3 * i + 1 ], normArray[ 3 * i + 2 ] ).normalize();
var normB = new THREE.Vector3( normArray[ 3 * ( i + 1 ) ], normArray[ 3 * ( i + 1 ) + 1 ], normArray[ 3 * ( i + 1 ) + 2 ] ).normalize();
var normC = new THREE.Vector3( normArray[ 3 * ( i + 2 ) ], normArray[ 3 * ( i + 2 ) + 1 ], normArray[ 3 * ( i + 2 ) + 2 ] ).normalize();
var strA = posA.toArray().toString();
var strB = posB.toArray().toString();
var strC = posC.toArray().toString();
var posB_A = new THREE.Vector3().subVectors( posB, posA );
var posB_C = new THREE.Vector3().subVectors( posB, posC );
var posC_A = new THREE.Vector3().subVectors( posC, posA );
var b2a = normB.dot( posB_A.normalize() );
var b2c = normB.dot( posB_C.normalize() );
var c2a = normC.dot( posC_A.normalize() );
var a2b = - normA.dot( posB_A.normalize() );
var c2b = - normC.dot( posB_C.normalize() );
var a2c = - normA.dot( posC_A.normalize() );
if ( dict[ strA ] === undefined ) {
dict[ strA ] = {};
}
if ( dict[ strB ] === undefined ) {
dict[ strB ] = {};
}
if ( dict[ strC ] === undefined ) {
dict[ strC ] = {};
}
dict[ strA ][ strB ] = a2b;
dict[ strA ][ strC ] = a2c;
dict[ strB ][ strA ] = b2a;
dict[ strB ][ strC ] = b2c;
dict[ strC ][ strA ] = c2a;
dict[ strC ][ strB ] = c2b;
}
var curvatureDict = {};
var min = 10, max = 0;
Object.keys( dict ).forEach( function ( key ) {
curvatureDict[ key ] = average( dict[ key ] );
} );
//smoothing
var smoothCurvatureDict = Object.create( curvatureDict );
Object.keys( dict ).forEach( function ( key ) {
var count = 0;
var sum = 0;
Object.keys( dict[ key ] ).forEach( function ( key2 ) {
sum += smoothCurvatureDict[ key2 ];
count ++;
} );
smoothCurvatureDict[ key ] = sum / count;
} );
curvatureDict = smoothCurvatureDict;
// fit values to 0 and 1
Object.keys( curvatureDict ).forEach( function ( key ) {
var val = Math.abs( curvatureDict[ key ] );
if ( val < min ) min = val;
if ( val > max ) max = val;
} );
var range = ( max - min );
Object.keys( curvatureDict ).forEach( function ( key ) {
var val = Math.abs( curvatureDict[ key ] );
if ( curvatureDict[ key ] < 0 ) {
curvatureDict[ key ] = ( min - val ) / range;
} else {
curvatureDict[ key ] = ( val - min ) / range;
}
} );
curvatureAttribute = new Float32Array( bufferGeo.attributes.position.count );
for ( var i = 0; i < bufferGeo.attributes.position.count; i ++ ) {
array = bufferGeo.attributes.position.array;
var pos = new THREE.Vector3( array[ 3 * i ], array[ 3 * i + 1 ], array[ 3 * i + 2 ] );
var str = pos.toArray().toString();
curvatureAttribute[ i ] = curvatureDict[ str ];
}
bufferGeo.addAttribute( 'curvature', new THREE.BufferAttribute( curvatureAttribute, 1 ) );
//starting filter is to show both concave and convex
var curvatureFiltered = new Float32Array( curvatureAttribute );
filterBoth( curvatureFiltered );
var materialRaw = new THREE.ShaderMaterial( {
vertexShader: document.getElementById( 'vertexShaderRaw' ).textContent,
fragmentShader: document.getElementById( 'fragmentShaderRaw' ).textContent
} );
ninjaMeshRaw = new THREE.Mesh( bufferGeo, materialRaw );
}
} );
scene.add( ninjaMeshRaw );
} );
//init GUI
var params = {
filterConvex: function () {
var curvatureFiltered = new Float32Array( curvatureAttribute );
filterConvex( curvatureFiltered );
bufferGeo.attributes.curvature.array = curvatureFiltered;
bufferGeo.attributes.curvature.needsUpdate = true;
},
filterConcave: function () {
var curvatureFiltered = new Float32Array( curvatureAttribute );
filterConcave( curvatureFiltered );
bufferGeo.attributes.curvature.array = curvatureFiltered;
bufferGeo.attributes.curvature.needsUpdate = true;
},
filterBoth: function () {
var curvatureFiltered = new Float32Array( curvatureAttribute );
filterBoth( curvatureFiltered );
bufferGeo.attributes.curvature.array = curvatureFiltered;
bufferGeo.attributes.curvature.needsUpdate = true;
}
};
var gui = new dat.GUI();
var topologyFolder = gui.addFolder( 'Topology' );
topologyFolder.add( params, 'filterConvex' );
topologyFolder.add( params, 'filterConcave' );
topologyFolder.add( params, 'filterBoth' );
topologyFolder.open();
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>