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