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389 lines
9.6 KiB
389 lines
9.6 KiB
<!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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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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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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a { color: #ffffff; }
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#webglmessage a { color:#da0 }
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</style>
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</head>
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<body>
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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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<script src="../build/three.js"></script>
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<script src="js/WebGL.js"></script>
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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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<script id="vertexShaderRaw" type="x-shader/x-vertex">
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attribute float curvature;
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varying float vCurvature;
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void main() {
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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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</script>
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<script id="fragmentShaderRaw" type="x-shader/x-fragment">
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varying vec3 vViewPosition;
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varying float vCurvature;
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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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</script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var camera, scene, renderer;
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var ninjaMeshRaw, curvatureAttribute, bufferGeo;
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init();
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animate();
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//returns average of elements in a dictionary
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function average( dict ) {
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var sum = 0;
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var length = 0;
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Object.keys( dict ).forEach( function ( key ) {
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sum += dict[ key ];
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length ++;
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} );
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return sum / length;
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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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return Math.max( min, Math.min( number, max ) );
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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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for ( var i = 0; i < curvature.length; i ++ ) {
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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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//filter the curvature array to only show convex values
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function filterConvex( curvature ) {
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for ( var i = 0; i < curvature.length; i ++ ) {
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curvature[ i ] = clamp( curvature[ i ], 0, 1 );
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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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for ( var i = 0; i < curvature.length; i ++ ) {
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curvature[ i ] = Math.abs( curvature[ i ] );
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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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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
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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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var controls = new THREE.OrbitControls( camera );
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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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document.body.appendChild( renderer.domElement );
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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.isMesh ) {
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bufferGeo = child.geometry;
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bufferGeo.center();
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var dict = {};
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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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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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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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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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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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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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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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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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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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var curvatureDict = {};
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var min = 10, max = 0;
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Object.keys( dict ).forEach( function ( key ) {
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curvatureDict[ key ] = average( dict[ key ] );
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} );
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//smoothing
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var smoothCurvatureDict = Object.create( curvatureDict );
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Object.keys( dict ).forEach( function ( key ) {
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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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sum += smoothCurvatureDict[ key2 ];
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count ++;
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} );
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smoothCurvatureDict[ key ] = sum / count;
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} );
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curvatureDict = smoothCurvatureDict;
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// fit values to 0 and 1
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Object.keys( curvatureDict ).forEach( function ( key ) {
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var 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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var range = ( max - min );
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Object.keys( curvatureDict ).forEach( function ( key ) {
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var 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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curvatureAttribute = new Float32Array( bufferGeo.attributes.position.count );
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for ( var i = 0; i < bufferGeo.attributes.position.count; i ++ ) {
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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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bufferGeo.addAttribute( 'curvature', new THREE.BufferAttribute( curvatureAttribute, 1 ) );
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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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var materialRaw = new THREE.ShaderMaterial( {
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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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ninjaMeshRaw = new THREE.Mesh( bufferGeo, materialRaw );
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}
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} );
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scene.add( ninjaMeshRaw );
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} );
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//init GUI
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var params = {
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filterConvex: function () {
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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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filterConcave: function () {
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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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filterBoth: function () {
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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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var gui = new dat.GUI();
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var 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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onWindowResize();
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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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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function animate() {
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requestAnimationFrame( animate );
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render();
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}
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function render() {
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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