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simpleModeling.js
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//-------------------------------------------------------------------------
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)
{
if (numSubDivs>0)
{
var numT=0;
var ab = vec4.create();
vec4.lerp(ab,a,b,0.5);
var ac = vec4.create();
vec4.lerp(ac,a,c,0.5);
var bc = vec4.create();
vec4.lerp(bc,b,c,0.5);
numT+=divideTriangle(a,ab,ac,numSubDivs-1, vertexArray);
numT+=divideTriangle(ab,b,bc,numSubDivs-1, vertexArray);
numT+=divideTriangle(bc,c,ac,numSubDivs-1, vertexArray);
numT+=divideTriangle(ab,bc,ac,numSubDivs-1, vertexArray);
return numT;
}
else
{
// Add 3 vertices to the array
pushVertex(a,vertexArray);
pushVertex(b,vertexArray);
pushVertex(c,vertexArray);
return 1;
}
}
//-------------------------------------------------------------------------
function planeFromSubdivision(n, minX,maxX,minY,maxY, vertexArray)
{
var numT=0;
var va = vec4.fromValues(minX,minY,0,0);
var vb = vec4.fromValues(maxX,minY,0,0);
var vc = vec4.fromValues(maxX,maxY,0,0);
var vd = vec4.fromValues(minX,maxY,0,0);
numT+=divideTriangle(va,vb,vd,n, vertexArray);
numT+=divideTriangle(vb,vc,vd,n, vertexArray);
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;
}