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example.js
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var bunny = require('bunny');
var mass = require('mesh-mass');
var quadrature = require('./index.js');
var colormap = require('colormap');
var normals = require('normals');
var surfaceArea = 0;
var positions = [];
var weights = [];
var maximum = 1e-90;
var minimum = 1e90;
bunny.cells.map(function(cell) {
var rule = quadrature([bunny.positions[cell[0]], bunny.positions[cell[1]], bunny.positions[cell[2]]], 5);
rule.weights.map(function(weight) {
surfaceArea += weight;
weights.push(weight);
if (weight > maximum) {
maximum = weight;
}
if (weight < minimum) {
minimum = weight;
}
});
rule.positions.map(function(p) {
positions.push(p);
});
});
var map = colormap({
colormap: 'jet',
nshades: 255,
format: 'rgb'
})
var colors = [];
weights.map(function(weight) {
var index = Math.max(Math.min(parseInt(255 * ((weight - minimum) / (maximum - minimum))), 254), 0)
var value = map[index];
colors.push([value[0], value[1], value[2]]);
})
console.log("Quadrature area", surfaceArea);
console.log("Actual area", mass(bunny.cells, bunny.positions).area);
var regl = require('regl')();
var mat4 = require('gl-mat4');
var camera = require('regl-camera')(regl, {
center: [0, 5, 0],
theta: Math.PI / 2,
distance: 15
});
const drawParticles = regl({
vert: `
precision mediump float;
attribute vec3 color;
varying vec3 vColor;
attribute vec3 position;
uniform mat4 view, projection;
void main() {
vColor = color;
gl_PointSize = 4.0;
gl_Position = projection * view * vec4(position, 1.0);
}`,
frag: `
precision mediump float;
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.0);
}`,
attributes: {
color: colors,
position: positions
},
count: positions.length,
primitive: 'points'
})
var faceNormals = normals.faceNormals(bunny.cells, bunny.positions)
var explodedPositions = [];
var perVertexFaceNormals = [];
bunny.cells.map(function(cell, i) {
explodedPositions.push(bunny.positions[cell[0]]);
explodedPositions.push(bunny.positions[cell[1]]);
explodedPositions.push(bunny.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(1.0, 0.5, 0.));
gl_FragColor = vec4(vec3(0.6 * dot(vNorm, lightDir)), 1.0);
}
`,
attributes: {
position: explodedPositions,
normal: perVertexFaceNormals
},
count: bunny.cells.length * 3,
primitive: 'triangles'
})
regl.frame(() => {
regl.clear({
color: [1, 1, 1, 1],
depth: 1
})
camera(() => {
drawParticles({
view: mat4.create()
})
drawOuter({
view: mat4.create()
})
})
})