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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">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - curvature estimation of a geometry<br/>
- by <a href="http://codercat.club" target="_blank" rel="noopener">CoderCat</a>
- </div>
- <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 type="module">
- import * as THREE from '../build/three.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- import { OBJLoader } from './jsm/loaders/OBJLoader.js';
- 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;
- renderer = new THREE.WebGLRenderer();
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.autoClear = false;
- document.body.appendChild( renderer.domElement );
- var controls = new OrbitControls( camera, renderer.domElement );
- var loader = new 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.setAttribute( '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 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>
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