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Isosurface Toolbox.html
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Isosurface Toolbox.html
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<!DOCTYPE html>
<!-- saved from url=(0042)http://mikolalysenko.github.io/Isosurface/ -->
<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Isosurface Toolbox</title>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="./src/three.min.js"></script>
<script src="./src/TrackballControls.js"></script>
<script src="./src/Detector.js"></script>
<script src="./src/Stats.js"></script>
<script src="./src/THREEx.screenshot.js"></script>
<script src="./src/THREEx.FullScreen.js"></script>
<script src="./src/THREEx.WindowResize.js"></script>
<script src="./src/threex.dragpancontrols.js"></script>
<!--Mesh algorithms-->
<script src="./src/marchingcubes.js"></script>
<script src="./src/marchingtetrahedra.js"></script>
<script src="./src/marchingtetrahedra2.js"></script>
<script src="./src/marchingtetrahedra3.js"></script>
<script src="./src/surfacenets.js"></script>
<script src="./src/perlinnoise.js"></script>
<script src="./src/testdata.js"></script>
<link href="./src/main.css" rel="stylesheet">
</head>
<body>
<!-- three.js container -->
<div id="container"></div>
<!-- info on screen display -->
<div id="info">
<div class="top">
Isosurface Algorithm Tester
</div>
<div class="bottom" id="inlineDoc">
- <i><a href="https://www.github.com/d3x0r/MarchingTetrahedra">https://www.github.com/d3x0r/MarchingTetrahedra</a></i>
- <i>p</i> for screenshot
- <i>f</i> for fullscreen</div>
<div class="controls">
<p>Input Data:</p>
<p><select id="datasource"></select></p>
<p>Algorithm:</p>
<p><select id="mesher"></select></p>
<p>Show facets: <input type="checkbox" id="showfacets" value="checked"></p>
<p>Show edges: <input type="checkbox" id="showedges" value="checked"></p>
<p>Smooth Shade: <input type="checkbox" id="smoothShade" value="checked"></p>
<p>Show Normal Texture: <input type="checkbox" id="showNormal" value="checked"></p>
<p>Resolution: <input type="text" id="resolution" value="0"> </p>
<p>Vertex count: <input type="text" id="vertcount" value="0"> </p>
<p>Face count: <input type="text" id="facecount" value="0"> </p>
<p>(Approx.) Time:<input type="text" id="meshtime" value="0"> </p>
<p>Inflation:<input type="range" id="inflation" value="50"> </p>
<p>Maximize: <input type="checkbox" id="maximize" value="checked"></p>
<p>Minimize: <input type="checkbox" id="minimize" value="checked"></p>
</div>
</div>
<script type="text/javascript">
var stats, scene, renderer, composer;
var camera, cameraControl;
var geometry, surfacemesh, wiremesh;
var meshers = {
'Marching Tetraheda 3 (DCL-plane)' : MarchingTetrahedra3
, 'Marching Tetraheda 2 (DCL-cell)' : MarchingTetrahedra2
, 'Marching Cubes': MarchingCubes
, 'Marching Tetraheda' : MarchingTetrahedra
, 'Naive Surface Nets': SurfaceNets
};
var testdata = {};
function updateMesh() {
scene.remove( surfacemesh );
scene.remove( wiremesh );
//Create surface mesh
geometry = new THREE.Geometry();
var mesher = meshers[ document.getElementById("mesher").value ]
, field = testdata[ document.getElementById("datasource").value ]();
var start = (new Date()).getTime();
var inflatVal = document.getElementById( "inflation" ).value;
if( inflatVal < 50 )
inflatVal = ( 10/(60-inflatVal));
else
inflatVal = 1+( inflatVal - 50 ) / 5;
let maximize = document.getElementById( "maximize" ).checked;
let minimize = document.getElementById( "minimize" ).checked;
let n = 0;
var newData = [];
for( var z = 0; z < field.dims[2]; z++ ) {
for( var y = 0; y < field.dims[1]; y++ ) {
for( var x = 0; x < field.dims[0]; x++ ) {
var a = field.data[n];
if( a > 0 ) {
if( minimize ) {
newData.push( 500 );
}
else if( maximize ) {
newData.push( 0.0000001 );
}
else {
newData.push( a * inflatVal );
}
}else newData.push( a );
n++;
}
}
}
geometry.vertices.length = 0;
geometry.faces.length = 0;
var opts;
var result = mesher( newData, field.dims, opts = {
minimize : document.getElementById( "minimize" ).checked,
maximize : document.getElementById( "maximize" ).checked,
inflation : inflatVal,
vertices : geometry.vertices,
faces : geometry.faces,
smoothShade : document.getElementById( "smoothShade" ).checked,
} );
var end = (new Date()).getTime();
//Update statistics
document.getElementById("resolution").value = field.dims[0] + 'x' + field.dims[1] + 'x' + field.dims[2];
if( result ){
document.getElementById("vertcount").value = result.vertices.length;
document.getElementById("facecount").value = result.faces.length;
for(var i=0; i<result.vertices.length; ++i) {
var v = result.vertices[i];
geometry.vertices.push(new THREE.Vector3(v[0], v[1], v[2]));
}
for(var i=0; i<result.faces.length; ++i) {
var f = result.faces[i];
if(f.length === 3) {
geometry.faces.push(new THREE.Face3(f[0], f[1], f[2]));
} else if(f.length === 4) {
geometry.faces.push(new THREE.Face4(f[0], f[1], f[2], f[3]));
} else {
//Polygon needs to be subdivided
}
}
var cb = new THREE.Vector3(), ab = new THREE.Vector3();
for (var i=0; i<geometry.faces.length; ++i) {
var f = geometry.faces[i];
var vA = geometry.vertices[f.a];
var vB = geometry.vertices[f.b];
var vC = geometry.vertices[f.c];
if( !vA || !vB || !vC ) debugger;
cb.subVectors(vC, vB);
ab.subVectors(vA, vB);
cb.cross(ab);
cb.normalize();
if (geometry.faces[i].length == 3) {
continue;
}
if( cb.length() < 0.001 ){
cb.subVectors(vB, vA);
ab.subVectors(vC, vA);
cb.cross(ab);
cb.normalize();
if (geometry.faces[i].length == 3) {
continue;
}
}
// quad
if (f.d /*cb.isZero()*/) {
// broken normal in the first triangle, let's use the second triangle
var vA = geometry.vertices[f.a];
var vB = geometry.vertices[f.c];
var vC = geometry.vertices[f.d];
if( !vA || !vB || !vC ) debugger;
cb.subVectors(vC, vB);
ab.subVectors(vA, vB);
cb.cross(ab);
cb.normalize();
}
f.normal.copy(cb);
}
}else{
document.getElementById("vertcount").value = geometry.vertices.length;
document.getElementById("facecount").value = geometry.faces.length;
/*
if( opts.smoothShade ){
for (var i=0; i<geometry.faces.length; ++i) {
// this is a lot of redundant work...
geometry.faces[i].vertexNormals[0].normalize();
geometry.faces[i].vertexNormals[1].normalize();
geometry.faces[i].vertexNormals[2].normalize();
}
}
*/
}
document.getElementById("meshtime").value = (end - start) / 1000.0;
geometry.verticesNeedUpdate = true;
geometry.elementsNeedUpdate = true;
geometry.normalsNeedUpdate = true;
geometry.computeBoundingBox();
geometry.computeBoundingSphere();
if( document.getElementById( "showNormal" ).checked ) {
var material = new THREE.MeshNormalMaterial();
surfacemesh = new THREE.Mesh( geometry, material );
surfacemesh.doubleSided = true;
var wirematerial = new THREE.MeshBasicMaterial({
color : 0xffffff
, wireframe : true
});
}
else {
var material = new THREE.MeshPhongMaterial({
color:0x700070
});
surfacemesh = new THREE.Mesh( geometry, material );
surfacemesh.doubleSided = true;
var wirematerial = new THREE.MeshBasicMaterial({
color : 0xffffff
, wireframe : true
});
}
wiremesh = new THREE.Mesh(geometry, wirematerial);
wiremesh.doubleSided = true;
scene.add( surfacemesh );
scene.add( wiremesh );
var bb = geometry.boundingBox;
wiremesh.position.x = surfacemesh.position.x = -(bb.max.x + bb.min.x) / 2.0;
wiremesh.position.y = surfacemesh.position.y = -(bb.max.y + bb.min.y) / 2.0;
wiremesh.position.z = surfacemesh.position.z = -(bb.max.z + bb.min.z) / 2.0;
}
if( !init() ) animate();
// init the scene
function init(){
if( Detector.webgl ){
renderer = new THREE.WebGLRenderer({
antialias : true, // to get smoother output
preserveDrawingBuffer : true // to allow screenshot
});
renderer.setClearColor( 0xBBBBBB, 1 );
}else{
renderer = new THREE.CanvasRenderer();
}
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById('container').appendChild(renderer.domElement);
// add Stats.js - https://github.com/mrdoob/stats.js
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
document.body.appendChild( stats.domElement );
// create a scene
scene = new THREE.Scene();
// put a camera in the scene
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set(0, 0, 40);
scene.add(camera);
// create a camera contol
cameraControls = new THREE.TrackballControls( camera, document.getElementById('container') )
// transparently support window resize
THREEx.WindowResize.bind(renderer, camera);
// allow 'p' to make screenshot
THREEx.Screenshot.bindKey(renderer);
// allow 'f' to go fullscreen where this feature is supported
if( THREEx.FullScreen.available() ){
THREEx.FullScreen.bindKey();
document.getElementById('inlineDoc').innerHTML += "- <i>f</i> for fullscreen";
}
// here you add your objects
// - you will most likely replace this part by your own
var light = new THREE.AmbientLight( 0.8 * 0xffffff );
scene.add( light );
var light = new THREE.DirectionalLight( 0.8 * 0xffffff );
//light.position.set( Math.random(), Math.random(), Math.random() ).normalize();
light.position.set( Math.random(), Math.random(), Math.random() ).normalize();
light.position.multiplyScalar(3);
scene.add( light );
var light2 = new THREE.DirectionalLight( 0.8 * 0xffffff );
//light.position.set( Math.random(), Math.random(), Math.random() ).normalize();
light2.position.copy( light.position );
light2.position.z = -light2.position.z;
light2.position.y = -light2.position.y;
light2.position.x = -light2.position.x;
light2.position.multiplyScalar(3);
scene.add( light2 );
//Initialize dom elements
testdata = createTestData();
var ds = document.getElementById("datasource");
for(var id in testdata) {
ds.add(new Option(id, id), null);
}
ds.onchange = updateMesh;
var ms = document.getElementById("mesher");
for(var alg in meshers) {
ms.add(new Option(alg, alg), null);
}
ms.onchange = updateMesh;
document.getElementById("showfacets").checked = true;
document.getElementById("showedges").checked = true;
var is;
is = document.getElementById( "inflation" );
is.onchange = updateMesh;
is = document.getElementById( "minimize" );
is.onchange = updateMesh;
is = document.getElementById( "maximize" );
is.onchange = updateMesh;
is = document.getElementById( "smoothShade" );
is.onchange = updateMesh;
is = document.getElementById( "showNormal" );
is.checked = true;
is.onchange = updateMesh;
//Update mesh
updateMesh();
return false;
}
// animation loop
function animate() {
// loop on request animation loop
// - it has to be at the begining of the function
// - see details at http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
requestAnimationFrame( animate );
// do the render
render();
// update stats
stats.update();
}
// render the scene
function render() {
// variable which is increase by Math.PI every seconds - usefull for animation
var PIseconds = Date.now() * Math.PI;
// update camera controls
cameraControls.update();
surfacemesh.visible = document.getElementById("showfacets").checked;
wiremesh.visible = document.getElementById("showedges").checked;
// actually render the scene
renderer.render( scene, camera );
}
</script>
</body></html>