-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathsimpleModeling.js
More file actions
161 lines (131 loc) · 4.77 KB
/
Copy pathsimpleModeling.js
File metadata and controls
161 lines (131 loc) · 4.77 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
//@author Dan Johnson
//-------------------------------------------------------------------------
function planeFromIteration(n, minX,maxX,minY,maxY, vertexArray, faceArray)
{
var deltaX=(maxX-minX)/n;
var deltaY=(maxY-minY)/n;
for(var i=0;i<=n;i++)
for(var j=0;j<=n;j++)
{
vertexArray.push(minX+deltaX*j);
vertexArray.push(maxY-deltaY*i);
vertexArray.push(0);
}
for(var i=0;i<n;i++)
for(var j=0;j<n;j++)
{
var vid = i*(n+1) + j;
faceArray.push(vid);
faceArray.push(vid+(n+1));
faceArray.push(vid+1);
faceArray.push(vid+1);
faceArray.push(vid+(n+1));
faceArray.push((vid+1) +(n+1));
}
//console.log(vertexArray);
//console.log(faceArray);
}
//-------------------------------------------------------------------------
function pushVertex(v, vArray)
{
for(i=0;i<3;i++)
{
vArray.push(v[i]);
}
}
//-------------------------------------------------------------------------
function divideTriangle(a,b,c,numSubDivs, vertexArray,fa)
{
if (numSubDivs>0)
{
var numT=0;
var ab = vec4.create();
vec4.lerp(ab,a,b,0.5+Math.random()*.3);
var ac = vec4.create();
vec4.lerp(ac,a,c,0.5+Math.random()*.3);
var bc = vec4.create();
vec4.lerp(bc,b,c,0.5+Math.random()*.3);
numT+=divideTriangle(a,ab,ac,numSubDivs-1, vertexArray,fa);
numT+=divideTriangle(ab,b,bc,numSubDivs-1, vertexArray,fa);
numT+=divideTriangle(bc,c,ac,numSubDivs-1, vertexArray,fa);
numT+=divideTriangle(ab,bc,ac,numSubDivs-1, vertexArray,fa);
return numT;
}
else
{
// Add 3 vertices to the array
pushVertex(a,vertexArray);
fa.push(vertexArray.length-3);
pushVertex(b,vertexArray);
fa.push(vertexArray.length-6);
pushVertex(c,vertexArray);
fa.push(vertexArray.length-9);
return 1;
}
}
//-------------------------------------------------------------------------
function planeFromSubdivision(n, minX,maxX,minY,maxY, vertexArray,faceArray,normalArray)
{
var numT=0;
var va = vec4.fromValues(minX,minY,0,0);
var vb = vec4.fromValues(maxX,minY,Math.random(),0);
var vc = vec4.fromValues(maxX,maxY,Math.random(),0);
var vd = vec4.fromValues(minX,maxY,1.0,0);
numT+=divideTriangle(va,vb,vd,n, vertexArray,faceArray);
numT+=divideTriangle(vb,vc,vd,n, vertexArray,faceArray);
for(var i=0; i<vertexArray.length; i=i+3)
{
normalArray.push(0);
normalArray.push(0);
normalArray.push(1);
}
return numT;
}
//-----------------------------------------------------------
function sphDivideTriangle(a,b,c,numSubDivs, vertexArray,normalArray)
{
if (numSubDivs>0)
{
var numT=0;
var ab = vec4.create();
vec4.lerp(ab,a,b,0.5);
vec4.normalize(ab,ab);
var ac = vec4.create();
vec4.lerp(ac,a,c,0.5);
vec4.normalize(ac,ac);
var bc = vec4.create();
vec4.lerp(bc,b,c,0.5);
vec4.normalize(bc,bc);
numT+=sphDivideTriangle(a,ab,ac,numSubDivs-1, vertexArray, normalArray);
numT+=sphDivideTriangle(ab,b,bc,numSubDivs-1, vertexArray, normalArray);
numT+=sphDivideTriangle(bc,c,ac,numSubDivs-1, vertexArray, normalArray);
numT+=sphDivideTriangle(ab,bc,ac,numSubDivs-1, vertexArray, normalArray);
return numT;
}
else
{
// Add 3 vertices to the array
pushVertex(a,vertexArray);
pushVertex(b,vertexArray);
pushVertex(c,vertexArray);
//normals are the same as the vertices for a sphere
pushVertex(a,normalArray);
pushVertex(b,normalArray);
pushVertex(c,normalArray);
return 1;
}
}
//-------------------------------------------------------------------------
function sphereFromSubdivision(numSubDivs, vertexArray, normalArray)
{
var numT=0;
var a = vec4.fromValues(0.0,0.0,-1.0,0);
var b = vec4.fromValues(0.0,0.942809,0.333333,0);
var c = vec4.fromValues(-0.816497,-0.471405,0.333333,0);
var d = vec4.fromValues(0.816497,-0.471405,0.333333,0);
numT+=sphDivideTriangle(a,b,c,numSubDivs, vertexArray, normalArray);
numT+=sphDivideTriangle(d,c,b,numSubDivs, vertexArray, normalArray);
numT+=sphDivideTriangle(a,d,b,numSubDivs, vertexArray, normalArray);
numT+=sphDivideTriangle(a,c,d,numSubDivs, vertexArray, normalArray);
return numT;
}