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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 [heart]</title>
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+ <div class="label" style="position: absolute;left: 22%;bottom: 10%;">Raw curvature values</div>
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+ <div class="label" style="position: absolute;left: 71%;bottom: 10%;">Curvature driving specular + texture </div>
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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="vertexShader" 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 vec3 vPos;
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+ varying vec3 vNormal;
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+ varying vec3 vViewPosition;
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+ varying float vCurvature;
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+ varying vec2 vUv;
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+
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+ uniform sampler2D tex;
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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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+ vPos = p;
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+ vec4 modelViewPosition = modelViewMatrix * vec4( p , 1.0 );
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+ vViewPosition = -modelViewPosition.xyz;
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+ gl_Position = projectionMatrix * modelViewPosition;
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+ vNormal = normalMatrix * normal;
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+ vCurvature = curvature;
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+ vUv = uv;
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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 vNormal;
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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 id="fragmentShader" type="x-shader/x-fragment">
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+
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+ varying vec3 vPos;
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+ varying vec3 vNormal;
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+ varying vec3 vViewPosition;
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+ varying float vCurvature;
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+ varying vec2 vUv;
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+
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+ vec4 permute( vec4 x ){ return mod((( x * 34.0 ) + 1.0 ) * x, 289.0); }
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+ vec4 taylorInvSqrt( vec4 r ){ return 1.79284291400159 - 0.85373472095314 * r; }
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+ vec3 fade( vec3 t ) { return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); }
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+
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+ float cnoise( vec3 P ){
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+ vec3 Pi0 = floor( P ); // Integer part for indexing
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+ vec3 Pi1 = Pi0 + vec3( 1.0 ); // Integer part + 1
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+ Pi0 = mod( Pi0, 289.0 );
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+ Pi1 = mod( Pi1, 289.0 );
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+ vec3 Pf0 = fract( P ); // Fractional part for interpolation
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+ vec3 Pf1 = Pf0 - vec3( 1.0 ); // Fractional part - 1.0
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+ vec4 ix = vec4( Pi0.x, Pi1.x, Pi0.x, Pi1.x );
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+ vec4 iy = vec4( Pi0.yy, Pi1.yy );
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+ vec4 iz0 = Pi0.zzzz;
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+ vec4 iz1 = Pi1.zzzz;
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+
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+ vec4 ixy = permute( permute( ix ) + iy );
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+ vec4 ixy0 = permute( ixy + iz0 );
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+ vec4 ixy1 = permute( ixy + iz1 );
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+
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+ vec4 gx0 = ixy0 / 7.0;
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+ vec4 gy0 = fract( floor( gx0 ) / 7.0 ) - 0.5;
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+ gx0 = fract( gx0 );
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+ vec4 gz0 = vec4( 0.5 ) - abs( gx0 ) - abs( gy0 );
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+ vec4 sz0 = step( gz0, vec4( 0.0 ));
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+ gx0 -= sz0 * ( step( 0.0, gx0 ) - 0.5 );
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+ gy0 -= sz0 * ( step( 0.0, gy0 ) - 0.5 );
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+
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+ vec4 gx1 = ixy1 / 7.0;
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+ vec4 gy1 = fract( floor( gx1 ) / 7.0 ) - 0.5;
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+ gx1 = fract( gx1 );
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+ vec4 gz1 = vec4( 0.5 ) - abs( gx1 ) - abs( gy1 );
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+ vec4 sz1 = step( gz1, vec4( 0.0 ) );
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+ gx1 -= sz1 * ( step( 0.0, gx1 ) - 0.5 );
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+ gy1 -= sz1 * ( step( 0.0, gy1 ) - 0.5 );
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+
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+ vec3 g000 = vec3( gx0.x, gy0.x, gz0.x );
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+ vec3 g100 = vec3( gx0.y, gy0.y, gz0.y );
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+ vec3 g010 = vec3( gx0.z, gy0.z, gz0.z );
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+ vec3 g110 = vec3( gx0.w, gy0.w, gz0.w );
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+ vec3 g001 = vec3( gx1.x, gy1.x, gz1.x );
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+ vec3 g101 = vec3( gx1.y, gy1.y, gz1.y );
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+ vec3 g011 = vec3( gx1.z, gy1.z, gz1.z );
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+ vec3 g111 = vec3( gx1.w, gy1.w, gz1.w );
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+
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+ vec4 norm0 = taylorInvSqrt( vec4( dot( g000, g000 ), dot( g010, g010 ), dot( g100, g100 ), dot( g110, g110 ) ) );
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+ g000 *= norm0.x;
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+ g010 *= norm0.y;
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+ g100 *= norm0.z;
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+ g110 *= norm0.w;
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+ vec4 norm1 = taylorInvSqrt( vec4( dot( g001, g001 ), dot( g011, g011 ), dot( g101, g101 ), dot( g111, g111 ) ) );
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+ g001 *= norm1.x;
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+ g011 *= norm1.y;
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+ g101 *= norm1.z;
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+ g111 *= norm1.w;
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+
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+ float n000 = dot( g000, Pf0 );
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+ float n100 = dot( g100, vec3( Pf1.x, Pf0.yz ) );
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+ float n010 = dot( g010, vec3( Pf0.x, Pf1.y, Pf0.z ) );
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+ float n110 = dot( g110, vec3( Pf1.xy, Pf0.z ) );
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+ float n001 = dot( g001, vec3( Pf0.xy, Pf1.z ) );
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+ float n101 = dot( g101, vec3( Pf1.x, Pf0.y, Pf1.z ) );
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+ float n011 = dot( g011, vec3( Pf0.x, Pf1.yz ) );
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+ float n111 = dot( g111, Pf1);
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+
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+ vec3 fade_xyz = fade( Pf0 );
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+ vec4 n_z = mix( vec4( n000, n100, n010, n110 ), vec4( n001, n101, n011, n111 ), fade_xyz.z );
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+ vec2 n_yz = mix( n_z.xy, n_z.zw, fade_xyz.y );
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+ float n_xyz = mix( n_yz.x, n_yz.y, fade_xyz.x );
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+ return 2.2 * n_xyz;
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+
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+ }
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+
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+ void main() {
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+ vec3 V = vViewPosition; //view vector
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+ vec3 N = vNormal; //normal vector
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+ vec3 L = vec3( 55.0, 55.0, 15.0 ); //imaginary light
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+ vec3 R = reflect( -L, N ); //reflection from light
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+
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+ //specular coefficient
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+ float spec = vCurvature * vCurvature * max( 0.0, dot( R, normalize( V ) ) / 5.0 );
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+ vec4 specColor = vec4( 1.0, 1.0, 1.0, 1.0 );
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+
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+ //calculate noise coefficient
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+ float x = cnoise( 10.0 * vPos );
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+ vec4 diffuseColor = vec4(x, x, x, 1.0 );
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+ diffuseColor.xyz = pow( vCurvature , 2.0 ) * diffuseColor.xyz;
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+
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+ gl_FragColor = spec * specColor + diffuseColor;
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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>
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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, sceneLeft, renderer;
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+
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+ var heartMesh, curvatureAttribute;
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+
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+ var windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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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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+ sceneRight = new THREE.Scene();
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+ sceneLeft = new THREE.Scene();
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+
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+ camera = new THREE.PerspectiveCamera( 75, windowHalfX / window.innerHeight, 0.1, 1000 );
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+ camera.position.z = 9;
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+ camera.position.x = 14;
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+ camera.position.y = 4;
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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( 'obj/heart/heart.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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+ 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 ] = {};
|
|
|
|
+ }
|
|
|
|
+ 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);
|
|
|
|
+ bufferGeo.attributes.curvature.array = curvatureFiltered;
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var material = new THREE.ShaderMaterial ({
|
|
|
|
+
|
|
|
|
+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
|
|
|
|
+ fragmentShader: document.getElementById( 'fragmentShader' ).textContent
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ heartMesh = new THREE.Mesh( bufferGeo, material );
|
|
|
|
+
|
|
|
|
+ var materialRaw = new THREE.ShaderMaterial ({
|
|
|
|
+
|
|
|
|
+ vertexShader: document.getElementById( 'vertexShader' ).textContent,
|
|
|
|
+ fragmentShader: document.getElementById( 'fragmentShaderRaw' ).textContent
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ heartMeshRaw = new THREE.Mesh( bufferGeo, materialRaw );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ } );
|
|
|
|
+ sceneRight.add( heartMesh );
|
|
|
|
+ sceneLeft.add( heartMeshRaw );
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ //init GUI
|
|
|
|
+ var params = {
|
|
|
|
+ filterConvex: function () {
|
|
|
|
+
|
|
|
|
+ var curvatureFiltered = new Float32Array( curvatureAttribute );
|
|
|
|
+ filterConvex(curvatureFiltered);
|
|
|
|
+ heartMesh.geometry.attributes.curvature.array = curvatureFiltered;
|
|
|
|
+
|
|
|
|
+ },
|
|
|
|
+ filterConcave: function () {
|
|
|
|
+
|
|
|
|
+ var curvatureFiltered = new Float32Array( curvatureAttribute );
|
|
|
|
+ filterConcave(curvatureFiltered);
|
|
|
|
+ heartMesh.geometry.attributes.curvature.array = curvatureFiltered;
|
|
|
|
+
|
|
|
|
+ },
|
|
|
|
+ filterBoth: function () {
|
|
|
|
+
|
|
|
|
+ var curvatureFiltered = new Float32Array( curvatureAttribute );
|
|
|
|
+ filterBoth(curvatureFiltered);
|
|
|
|
+ heartMesh.geometry.attributes.curvature.array = curvatureFiltered;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ 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 );
|
|
|
|
+ windowHalfX = window.innerWidth / 2;
|
|
|
|
+ camera.aspect = windowHalfX / window.innerHeight;
|
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function animate() {
|
|
|
|
+
|
|
|
|
+ requestAnimationFrame( animate );
|
|
|
|
+
|
|
|
|
+ render();
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function render() {
|
|
|
|
+
|
|
|
|
+ controls.update();
|
|
|
|
+ heartMesh.geometry.attributes.curvature.needsUpdate = true;
|
|
|
|
+
|
|
|
|
+ renderer.clear();
|
|
|
|
+ renderer.setViewport( windowHalfX, 0, windowHalfX, window.innerHeight );
|
|
|
|
+ renderer.render(sceneRight, camera);
|
|
|
|
+
|
|
|
|
+ renderer.clearDepth();
|
|
|
|
+ renderer.setViewport( 0, 0, windowHalfX, window.innerHeight );
|
|
|
|
+ renderer.render(sceneLeft, camera);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+
|
|
|
|
+ </body>
|
|
|
|
+</html>
|