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example.js
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var bunny = require('bunny');
var simplify = require('mesh-simplify')
var orient = require('./index');
var normals = require('normals');
// to go slightly faster
bunny = simplify(bunny.cells, bunny.positions)(1000)
var cells = bunny.cells
var positions = bunny.positions
// Make mesh triangle soup to test global checking
var duplicatedPositions = []
var duplicatedCells = []
var currentIndex = 0
cells.map(function(cell) {
duplicatedPositions.push(positions[cell[0]])
duplicatedPositions.push(positions[cell[1]])
duplicatedPositions.push(positions[cell[2]])
duplicatedCells.push([currentIndex, currentIndex + 1, currentIndex + 2])
currentIndex += 3
})
cells = duplicatedCells
positions = duplicatedPositions
var flipCount = 0;
var cells = cells.map(function(cell, cellIndex) {
if (Math.random() >= 0.5) {
// flip orientation
flipCount++;
return [cell[1], cell[0], cell[2]];
} else {
return cell;
}
});
console.log('flipped', flipCount, 'cells');
console.time('orient');
console.log('reflipped', orient(cells, positions, cells.length * 2, 3));
console.timeEnd('orient');
var regl = require('regl')()
var mat4 = require('gl-mat4')
var wire = require('gl-wireframe')
var camera = require('regl-camera')(regl, {
center: [0, 0, 0],
theta: Math.PI / 2,
distance: 4
})
var drawWires = regl({
vert: `
precision mediump float;
attribute vec3 position, normal;
varying vec3 vNorm;
uniform mat4 projection;
uniform mat4 view;
void main() {
vNorm = normal;
gl_Position = projection * view * vec4(position, 1.0);
}
`, frag: `
precision mediump float;
varying vec3 vNorm;
void main() {
vec3 lightDir = normalize(vec3(1., 1., 0.));
gl_FragColor = vec4(vec3(0.6) + dot(vNorm, lightDir), 1.0);
}
`,
attributes: {
position: positions,
normal: normals.vertexNormals(cells, positions)
},
elements: wire(cells),
primitive: 'lines'
})
var faceNormals = normals.faceNormals(cells, positions)
var explodedPositions = [];
var perVertexFaceNormals = [];
cells.map(function(cell, i) {
explodedPositions.push(positions[cell[0]]);
explodedPositions.push(positions[cell[1]]);
explodedPositions.push(positions[cell[2]]);
perVertexFaceNormals.push(faceNormals[i]);
perVertexFaceNormals.push(faceNormals[i]);
perVertexFaceNormals.push(faceNormals[i]);
});
var drawOuter = regl({
vert: `
precision mediump float;
attribute vec3 position, normal;
varying vec3 vNorm;
uniform mat4 projection;
uniform mat4 view;
void main() {
vNorm = normal;
gl_Position = projection * view * vec4(position, 1.0);
}
`
, frag: `
precision mediump float;
varying vec3 vNorm;
void main() {
vec3 lightDir = normalize(vec3(1., 1., 0.));
gl_FragColor = vec4(vNorm, 1.0);
}
`,
attributes: {
position: explodedPositions,
normal: perVertexFaceNormals
},
count: cells.length * 3,
primitive: 'triangles'
})
regl.frame(() => {
regl.clear({
color: [1, 1, 1, 1],
depth: 1
})
camera(() => {
drawWires({
view: mat4.create()
})
drawOuter({
view: mat4.create()
})
})
})