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Merge pull request #13120 from sneha-belkhale/dev

Curvature Estimation Example
Mr.doob 7 gadi atpakaļ
vecāks
revīzija
4c0370410a
1 mainītis faili ar 378 papildinājumiem un 0 dzēšanām
  1. 378 0
      examples/webgl_curvature_estimation.html

+ 378 - 0
examples/webgl_curvature_estimation.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;
+			}
+
+			#oldie 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/Detector.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 ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var container;
+
+			var camera, scene, renderer;
+
+			var ninjaMeshRaw, curvatureAttribute;
+
+			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;
+
+				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 instanceof THREE.Mesh ) {
+
+							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 normB_A = new THREE.Vector3().subVectors( normB, normA );
+								var normB_C = new THREE.Vector3().subVectors( normB, normC );
+								var normC_A = new THREE.Vector3().subVectors( normC, normA );
+
+								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;
+
+							}
+
+							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 ) {
+
+								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 ) {
+
+								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();
+
+				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( event ) {
+
+				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>