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sculpt.js
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sculpt.js
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'use strict';
function Sculpt(states)
{
this.states_ = states; //for undo-redo
this.mesh_ = null; //mesh
this.intensity_ = 0.75; //deformation intensity
this.tool_ = Sculpt.tool.BRUSH; //sculpting mode
this.topo_ = Sculpt.topo.SUBDIVISION; //topological mode
this.detailSubdivision_ = 0.75; //maximal edge length before we subdivide it
this.detailDecimation_ = 0.1; //minimal edge length before we collapse it (dependent of detailSubdivision_)
this.negative_ = false; //opposition deformation
this.clay_ = true; //clay sculpting (modifier for brush tool)
this.culling_ = false; //if we backface cull the vertices
this.color_ = [168, 66, 66]; //color painting
this.d2Min_ = 0.0; //uniform refinement of mesh (min edge length)
this.d2Max_ = 0.0; //uniform refinement of mesh (max edge length)
this.d2Thickness_ = 0.5; //distance between 2 vertices before split/merge
this.d2Move_ = 0.0; //max displacement of vertices per step
//rotate stuffs
this.rotateData_ = {
normal: [0.0, 0.0, 0.0], //normal of rotation plane
center: [0.0, 0.0] //2D center of rotation
};
this.rotateDataSym_ = {
normal: [0.0, 0.0, 0.0], //normal of rotation plane
center: [0.0, 0.0] //2D center of rotation
};
//drag stuffs
this.dragDir_ = [0.0, 0.0, 0.0]; //direction of deformation
this.dragDirSym_ = [0.0, 0.0, 0.0]; //direction of deformation
//cut stuffs
this.lineOrigin_ = [0.0, 0.0]; //the 2d line origin
this.lineNormal_ = [0.0, 0.0]; //the 2d line normal
this.fillHoles_ = true; //fill holes
this.subdDetailCut_ = 2; //subdivision detail modifier
}
//the sculpting tools
Sculpt.tool = {
BRUSH: 0,
INFLATE: 1,
ROTATE: 2,
SMOOTH: 3,
FLATTEN: 4,
PINCH: 5,
CREASE: 6,
DRAG: 7,
COLOR: 8,
SCALE: 9,
CUT: 10
};
//the topological tools
Sculpt.topo = {
STATIC: 0,
SUBDIVISION: 1,
ADAPTIVE: 2
};
Sculpt.prototype = {
/** Set adaptive parameters */
setAdaptiveParameters: function (radiusSquared)
{
this.d2Max_ = radiusSquared * (1.1 - this.detailSubdivision_) * 0.2;
this.d2Min_ = this.d2Max_ / 4.2025;
this.d2Move_ = this.d2Min_ * 0.2375;
this.d2Thickness_ = (4.0 * this.d2Move_ + this.d2Max_ / 3.0) * 1.1;
},
/** Make a brush stroke */
sculptStroke: function (mouseX, mouseY, pressureRadius, pressureIntensity, sculptgl)
{
if (this.tool_ === Sculpt.tool.ROTATE)
return this.sculptStrokeRotate(mouseX, mouseY, pressureIntensity, sculptgl);
else if (this.tool_ === Sculpt.tool.SCALE)
return this.sculptStrokeScale(mouseX, mouseY, pressureIntensity, sculptgl);
var ptPlane = sculptgl.ptPlane_,
nPlane = sculptgl.nPlane_;
var picking = sculptgl.picking_,
pickingSym = sculptgl.pickingSym_;
var lx = sculptgl.lastMouseX_,
ly = sculptgl.lastMouseY_;
var dx = mouseX - lx,
dy = mouseY - ly;
var dist = Math.sqrt(dx * dx + dy * dy);
sculptgl.sumDisplacement_ += dist;
var sumDisp = sculptgl.sumDisplacement_;
var minSpacing = 0.2 * picking.rDisplay_;
var step = dist / Math.floor(dist / minSpacing);
dx /= dist;
dy /= dist;
if (!sculptgl.continuous_)
{
mouseX = lx;
mouseY = ly;
}
else
{
sumDisp = 0;
dist = 0;
}
var mesh = sculptgl.mesh_;
var sym = sculptgl.symmetry_;
var drag = this.tool_ === Sculpt.tool.DRAG;
if (drag)
{
minSpacing = 0.0;
picking.mesh_ = pickingSym.mesh_ = mesh;
var inter = picking.interPoint_;
var interSym = pickingSym.interPoint_;
interSym[0] = inter[0];
interSym[1] = inter[1];
interSym[2] = inter[2];
Geometry.mirrorPoint(interSym, ptPlane, nPlane);
}
if (sumDisp > minSpacing * 100 && !drag)
sumDisp = 0;
else if (sumDisp > minSpacing || sumDisp === 0)
{
sumDisp = 0;
for (var i = 0; i <= dist; i += step)
{
if (drag)
this.updateDragDir(mesh, picking, mouseX, mouseY, pressureRadius);
else
picking.intersectionMouseMesh(mesh, mouseX, mouseY, pressureRadius);
if (!picking.mesh_)
break;
picking.pickVerticesInSphere(picking.rWorldSqr_);
this.sculptMesh(picking, pressureIntensity);
if (sym)
{
if (drag)
this.updateDragDir(mesh, pickingSym, mouseX, mouseY, pressureRadius, ptPlane, nPlane);
else
pickingSym.intersectionMouseMesh(mesh, mouseX, mouseY, pressureRadius, ptPlane, nPlane);
if (!pickingSym.mesh_)
break;
pickingSym.rWorldSqr_ = picking.rWorldSqr_;
pickingSym.pickVerticesInSphere(pickingSym.rWorldSqr_);
this.sculptMesh(pickingSym, pressureIntensity, true);
}
mouseX += dx * step;
mouseY += dy * step;
}
this.mesh_.updateBuffers();
}
sculptgl.sumDisplacement_ = sumDisp;
},
/** Make a brush scale stroke */
sculptStrokeScale: function (mouseX, mouseY, pressureIntensity, sculptgl)
{
if (sculptgl.picking_.mesh_)
{
sculptgl.picking_.pickVerticesInSphere(sculptgl.picking_.rWorldSqr_);
this.sculptMesh(sculptgl.picking_, pressureIntensity, false, mouseX, mouseY, sculptgl.lastMouseX_, sculptgl.lastMouseY_);
if (sculptgl.symmetry_)
{
sculptgl.pickingSym_.pickVerticesInSphere(sculptgl.pickingSym_.rWorldSqr_);
this.sculptMesh(sculptgl.pickingSym_, pressureIntensity, true, mouseX, mouseY, sculptgl.lastMouseX_, sculptgl.lastMouseY_);
}
this.mesh_.updateBuffers();
}
},
/** Make a brush rotate stroke */
sculptStrokeRotate: function (mouseX, mouseY, pressureIntensity, sculptgl)
{
if (sculptgl.picking_.mesh_)
{
sculptgl.picking_.pickVerticesInSphere(sculptgl.picking_.rWorldSqr_);
this.sculptMesh(sculptgl.picking_, pressureIntensity, false, mouseX, mouseY, sculptgl.lastMouseX_, sculptgl.lastMouseY_);
if (sculptgl.symmetry_)
{
sculptgl.pickingSym_.pickVerticesInSphere(sculptgl.pickingSym_.rWorldSqr_);
this.sculptMesh(sculptgl.pickingSym_, pressureIntensity, true, sculptgl.lastMouseX_, sculptgl.lastMouseY_, mouseX, mouseY);
}
this.mesh_.updateBuffers();
}
},
/** Sculpt the mesh */
sculptMesh: function (picking, pressureIntensity, sym, mouseX, mouseY, lastMouseX, lastMouseY)
{
var mesh = this.mesh_;
var iVertsSelected = picking.pickedVertices_;
var radiusSquared = picking.rWorldSqr_;
var center = picking.interPoint_;
var eyeDir = picking.eyeDir_;
var vertices = mesh.vertices_;
var iTris = mesh.getTrianglesFromVertices(iVertsSelected);
var intensity = this.intensity_ * pressureIntensity;
//undo-redo
this.states_.pushState(iTris, iVertsSelected);
var topo = new Topology(this.states_);
topo.mesh_ = mesh;
topo.radiusSquared_ = radiusSquared;
topo.center_ = center;
this.setAdaptiveParameters(radiusSquared);
switch (this.topo_)
{
case Sculpt.topo.SUBDIVISION:
if (this.detailSubdivision_ > 0.0)
iTris = topo.subdivision(iTris, this.d2Max_);
if (this.detailDecimation_ > 0.0)
iTris = topo.decimation(iTris, this.d2Min_ * this.detailDecimation_);
break;
case Sculpt.topo.ADAPTIVE:
iTris = topo.subdivision(iTris, this.d2Max_);
iTris = topo.decimation(iTris, this.d2Min_);
break;
}
iVertsSelected = mesh.getVerticesFromTriangles(iTris);
var nbVertsSelected = iVertsSelected.length;
var iVertsInRadius = [];
var iVertsFront = [];
var vertexSculptMask = Vertex.sculptMask_;
var nAr = mesh.normalArray_;
var eyeX = eyeDir[0],
eyeY = eyeDir[1],
eyeZ = eyeDir[2];
for (var i = 0; i < nbVertsSelected; ++i)
{
var id = iVertsSelected[i];
if (vertices[id].sculptFlag_ === vertexSculptMask)
{
iVertsInRadius.push(id);
var j = id * 3;
if ((nAr[j] * eyeX + nAr[j + 1] * eyeY + nAr[j + 2] * eyeZ) <= 0.0)
iVertsFront.push(id);
}
}
//no sculpting if we are only picking back-facing vertices
if (iVertsFront.length !== 0)
{
if (this.culling_)
iVertsInRadius = iVertsFront;
switch (this.tool_)
{
case Sculpt.tool.BRUSH:
this.brush(center, iVertsInRadius, iVertsFront, radiusSquared, intensity);
break;
case Sculpt.tool.INFLATE:
this.inflate(center, iVertsInRadius, radiusSquared, intensity);
break;
case Sculpt.tool.ROTATE:
this.rotate(center, iVertsInRadius, radiusSquared, mouseX, mouseY, lastMouseX, lastMouseY, sym);
break;
case Sculpt.tool.SMOOTH:
this.smooth(iVertsInRadius, intensity);
break;
case Sculpt.tool.FLATTEN:
this.flatten(center, iVertsInRadius, iVertsFront, radiusSquared, intensity);
break;
case Sculpt.tool.PINCH:
this.pinch(center, iVertsInRadius, radiusSquared, intensity);
break;
case Sculpt.tool.CREASE:
this.crease(center, iVertsInRadius, iVertsFront, radiusSquared, intensity);
break;
case Sculpt.tool.DRAG:
this.drag(center, iVertsInRadius, radiusSquared, sym);
break;
case Sculpt.tool.COLOR:
this.paint(center, iVertsInRadius, radiusSquared);
break;
case Sculpt.tool.SCALE:
this.scale(center, iVertsInRadius, radiusSquared, mouseX - lastMouseX);
break;
}
}
if (this.topo_ === Sculpt.topo.ADAPTIVE)
{
iTris = topo.adaptTopology(iTris, this.d2Thickness_);
iVertsSelected = mesh.getVerticesFromTriangles(iTris);
}
mesh.updateMesh(iTris, iVertsSelected);
},
/** Brush stroke, move vertices along a direction computed by their averaging normals */
brush: function (center, iVertsInRadius, iVertsFront, radiusSquared, intensity)
{
var aNormal = this.areaNormal(iVertsFront);
if (!aNormal)
return;
var aCenter = this.areaCenter(iVertsFront);
var vAr = this.mesh_.vertexArray_;
var radius = Math.sqrt(radiusSquared);
var nbVerts = iVertsInRadius.length;
var deformIntensityBrush = intensity * radius * 0.1;
var deformIntensityFlatten = this.clay_ ? intensity : intensity * 0.3;
if (this.negative_)
deformIntensityBrush = -deformIntensityBrush;
var cx = center[0],
cy = center[1],
cz = center[2];
var ax = aCenter[0],
ay = aCenter[1],
az = aCenter[2];
var anx = aNormal[0],
any = aNormal[1],
anz = aNormal[2];
var limitMove = this.topo_ === Sculpt.topo.ADAPTIVE;
var dMove = Math.sqrt(this.d2Move_);
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVertsInRadius[i] * 3;
var vx = vAr[ind],
vy = vAr[ind + 1],
vz = vAr[ind + 2];
var distToPlane = (vx - ax) * anx + (vy - ay) * any + (vz - az) * anz;
var dx = vx - cx,
dy = vy - cy,
dz = vz - cz;
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = dist * dist;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * dist + 1.0;
fallOff = fallOff * (distToPlane * deformIntensityFlatten - deformIntensityBrush);
if (limitMove && fallOff > dMove)
fallOff = dMove;
vAr[ind] -= anx * fallOff;
vAr[ind + 1] -= any * fallOff;
vAr[ind + 2] -= anz * fallOff;
}
},
/** Inflate a group of vertices */
inflate: function (center, iVerts, radiusSquared, intensity)
{
var mesh = this.mesh_;
var vAr = mesh.vertexArray_;
var nAr = mesh.normalArray_;
var nbVerts = iVerts.length;
var radius = Math.sqrt(radiusSquared);
var deformIntensity = intensity * radius * 0.1;
if (this.topo_ === Sculpt.topo.ADAPTIVE)
deformIntensity = Math.min(Math.sqrt(this.d2Move_), deformIntensity);
if (this.negative_)
deformIntensity = -deformIntensity;
var cx = center[0],
cy = center[1],
cz = center[2];
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var dx = vAr[ind] - cx,
dy = vAr[ind + 1] - cy,
dz = vAr[ind + 2] - cz;
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = dist * dist;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * dist + 1.0;
fallOff = deformIntensity * fallOff;
vAr[ind] += nAr[ind] * fallOff;
vAr[ind + 1] += nAr[ind + 1] * fallOff;
vAr[ind + 2] += nAr[ind + 2] * fallOff;
}
},
/** Start a sculpt sculpt stroke */
startScale: function (picking, mouseX, mouseY, pickingSym, ptPlane, nPlane, sym)
{
var vNear = picking.camera_.unproject(mouseX, mouseY, 0.0),
vFar = picking.camera_.unproject(mouseX, mouseY, 1.0);
var matInverse = mat4.create();
mat4.invert(matInverse, this.mesh_.matTransform_);
vec3.transformMat4(vNear, vNear, matInverse);
vec3.transformMat4(vFar, vFar, matInverse);
picking.intersectionRayMesh(this.mesh_, vNear, vFar, mouseX, mouseY, 1.0);
if (!picking.mesh_)
return;
picking.pickVerticesInSphere(picking.rWorldSqr_);
if (sym)
{
var vNearSym = [vNear[0], vNear[1], vNear[2]];
Geometry.mirrorPoint(vNearSym, ptPlane, nPlane);
var vFarSym = [vFar[0], vFar[1], vFar[2]];
Geometry.mirrorPoint(vFarSym, ptPlane, nPlane);
pickingSym.intersectionRayMesh(this.mesh_, vNearSym, vFarSym, mouseX, mouseY, 1.0);
if (!pickingSym.mesh_)
return;
pickingSym.rWorldSqr_ = picking.rWorldSqr_;
pickingSym.pickVerticesInSphere(pickingSym.rWorldSqr_);
}
},
/** Scale the vertices around the mouse point intersection */
scale: function (center, iVerts, radiusSquared, intensity)
{
var vAr = this.mesh_.vertexArray_;
var deltaScale = intensity * 0.01;
var radius = Math.sqrt(radiusSquared);
var nbVerts = iVerts.length;
var cx = center[0],
cy = center[1],
cz = center[2];
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var dx = vAr[ind] - cx,
dy = vAr[ind + 1] - cy,
dz = vAr[ind + 2] - cz;
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = dist * dist;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * dist + 1.0;
fallOff *= deltaScale;
vAr[ind] += dx * fallOff;
vAr[ind + 1] += dy * fallOff;
vAr[ind + 2] += dz * fallOff;
}
},
/** Start a rotate sculpt stroke */
startRotate: function (picking, mouseX, mouseY, pickingSym, ptPlane, nPlane, sym)
{
var vNear = picking.camera_.unproject(mouseX, mouseY, 0.0),
vFar = picking.camera_.unproject(mouseX, mouseY, 1.0);
var matInverse = mat4.create();
mat4.invert(matInverse, this.mesh_.matTransform_);
vec3.transformMat4(vNear, vNear, matInverse);
vec3.transformMat4(vFar, vFar, matInverse);
this.initRotateData(picking, vNear, vFar, mouseX, mouseY, this.rotateData_);
if (sym)
{
var vNearSym = [vNear[0], vNear[1], vNear[2]];
Geometry.mirrorPoint(vNearSym, ptPlane, nPlane);
var vFarSym = [vFar[0], vFar[1], vFar[2]];
Geometry.mirrorPoint(vFarSym, ptPlane, nPlane);
this.initRotateData(pickingSym, vNearSym, vFarSym, mouseX, mouseY, this.rotateDataSym_);
pickingSym.rWorldSqr_ = picking.rWorldSqr_;
}
},
/** Set a few infos that will be needed for the rotate function afterwards */
initRotateData: function (picking, vNear, vFar, mouseX, mouseY, rotateData)
{
picking.intersectionRayMesh(this.mesh_, vNear, vFar, mouseX, mouseY, 1.0);
if (!picking.mesh_)
return;
picking.pickVerticesInSphere(picking.rWorldSqr_);
var ray = [0.0, 0.0, 0.0];
vec3.sub(ray, vNear, vFar);
rotateData.normal = vec3.normalize(ray, ray);
rotateData.center = [mouseX, mouseY];
},
/** Rotate the vertices around the mouse point intersection */
rotate: function (center, iVerts, radiusSquared, mouseX, mouseY, lastMouseX, lastMouseY, sym)
{
var rotateData = this.rotateData_;
if (sym)
rotateData = this.rotateDataSym_;
var mouseCenter = rotateData.center;
var vecMouse = [mouseX - mouseCenter[0], mouseY - mouseCenter[1]];
if (vec2.len(vecMouse) < 30.0)
return;
vec2.normalize(vecMouse, vecMouse);
var nPlane = rotateData.normal;
var rot = [0.0, 0.0, 0.0, 0.0];
var vecOldMouse = [lastMouseX - mouseCenter[0], lastMouseY - mouseCenter[1]];
vec2.normalize(vecOldMouse, vecOldMouse);
var angle = Geometry.signedAngle2d(vecMouse, vecOldMouse);
var vAr = this.mesh_.vertexArray_;
var radius = Math.sqrt(radiusSquared);
var nbVerts = iVerts.length;
var cx = center[0],
cy = center[1],
cz = center[2];
var coord = [0.0, 0.0, 0.0];
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var dx = vAr[ind] - cx,
dy = vAr[ind + 1] - cy,
dz = vAr[ind + 2] - cz;
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = dist * dist;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * dist + 1.0;
quat.setAxisAngle(rot, nPlane, angle * fallOff);
coord[0] = vAr[ind] - cx;
coord[1] = vAr[ind + 1] - cz;
coord[2] = vAr[ind + 2] - cy;
vec3.transformQuat(coord, coord, rot);
coord[0] += cx;
coord[1] += cy;
coord[2] += cz;
vAr[ind] = coord[0];
vAr[ind + 1] = coord[1];
vAr[ind + 2] = coord[2];
}
},
/** Smooth a group of vertices. New position is given by simple averaging */
smooth: function (iVerts, intensity)
{
var mesh = this.mesh_;
var vAr = mesh.vertexArray_;
var nbVerts = iVerts.length;
var smoothVerts = new Float32Array(nbVerts * 3);
this.laplacianSmooth(iVerts, smoothVerts);
var d2Move = this.d2Move_;
var dMove = Math.sqrt(d2Move);
var limitMove = this.topo_ === Sculpt.topo.ADAPTIVE;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var i3 = i * 3;
var dx = (smoothVerts[i3] - vAr[ind]) * intensity,
dy = (smoothVerts[i3 + 1] - vAr[ind + 1]) * intensity,
dz = (smoothVerts[i3 + 2] - vAr[ind + 2]) * intensity;
if (limitMove)
{
var len = dx * dx + dy * dy + dz * dz;
if (len > d2Move)
{
len = dMove / Math.sqrt(len);
dx *= len;
dy *= len;
dz *= len;
}
}
vAr[ind] += dx;
vAr[ind + 1] += dy;
vAr[ind + 2] += dz;
}
},
/** Flatten, projection of the sculpting vertex onto a plane defined by the barycenter and normals of all the sculpting vertices */
flatten: function (center, iVertsInRadius, iVertsFront, radiusSquared, intensity)
{
var aNormal = this.areaNormal(iVertsFront);
if (!aNormal)
return;
var aCenter = this.areaCenter(iVertsFront);
var vAr = this.mesh_.vertexArray_;
var radius = Math.sqrt(radiusSquared);
var nbVerts = iVertsInRadius.length;
var deformIntensity = intensity * 0.3;
var cx = center[0],
cy = center[1],
cz = center[2];
var ax = aCenter[0],
ay = aCenter[1],
az = aCenter[2];
var anx = aNormal[0],
any = aNormal[1],
anz = aNormal[2];
var dMove = Math.sqrt(this.d2Move_);
var limitMove = this.topo_ === Sculpt.topo.ADAPTIVE;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVertsInRadius[i] * 3;
var vx = vAr[ind],
vy = vAr[ind + 1],
vz = vAr[ind + 2];
var distToPlane = (vx - ax) * anx + (vy - ay) * any + (vz - az) * anz;
var dx = vx - cx,
dy = vy - cy,
dz = vz - cz;
var distToCen = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = distToCen * distToCen;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * distToCen + 1.0;
fallOff = distToPlane * deformIntensity * fallOff;
if (limitMove && fallOff > dMove)
fallOff = dMove;
vAr[ind] -= anx * fallOff;
vAr[ind + 1] -= any * fallOff;
vAr[ind + 2] -= anz * fallOff;
}
},
/** Pinch, vertices gather around intersection point */
pinch: function (center, iVertsInRadius, radiusSquared, intensity)
{
var vAr = this.mesh_.vertexArray_;
var radius = Math.sqrt(radiusSquared);
var nbVerts = iVertsInRadius.length;
var cx = center[0],
cy = center[1],
cz = center[2];
var d2Move = this.d2Move_;
var dMove = Math.sqrt(d2Move);
var limitMove = this.topo_ === Sculpt.topo.ADAPTIVE;
var deformIntensity = intensity * radius * 0.005;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVertsInRadius[i] * 3;
var vx = vAr[ind],
vy = vAr[ind + 1],
vz = vAr[ind + 2];
var dx = cx - vx,
dy = cy - vy,
dz = cz - vz;
var distToCen = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = distToCen * distToCen;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * distToCen + 1.0;
fallOff = deformIntensity * fallOff;
dx *= fallOff;
dy *= fallOff;
dz *= fallOff;
if (limitMove)
{
var len = dx * dx + dy * dy + dz * dz;
if (len > d2Move)
{
len = dMove / Math.sqrt(len);
dx *= len;
dy *= len;
dz *= len;
}
}
vAr[ind] += dx;
vAr[ind + 1] += dy;
vAr[ind + 2] += dz;
}
},
/** Pinch+brush-like sculpt */
crease: function (center, iVertsInRadius, iVertsFront, radiusSquared, intensity)
{
var aNormal = this.areaNormal(iVertsFront);
if (!aNormal)
return;
var vAr = this.mesh_.vertexArray_;
var radius = Math.sqrt(radiusSquared);
var nbVerts = iVertsInRadius.length;
var cx = center[0],
cy = center[1],
cz = center[2];
var anx = aNormal[0],
any = aNormal[1],
anz = aNormal[2];
var d2Move = this.d2Move_;
var dMove = Math.sqrt(d2Move);
var limitMove = this.topo_ === Sculpt.topo.ADAPTIVE;
var deformIntensity = intensity * radius * 0.005;
var brushFactor = 10.0;
if (this.negative_)
brushFactor = -10.0;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVertsInRadius[i] * 3;
var vx = vAr[ind],
vy = vAr[ind + 1],
vz = vAr[ind + 2];
var dx = cx - vx,
dy = cy - vy,
dz = cz - vz;
var distToCen = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = distToCen * distToCen;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * distToCen + 1.0;
var brushModifier = deformIntensity * Math.pow(2 - fallOff, -5) * brushFactor;
fallOff *= 0.1;
dx = dx * fallOff + anx * brushModifier;
dy = dy * fallOff + any * brushModifier;
dz = dz * fallOff + anz * brushModifier;
if (limitMove)
{
var len = dx * dx + dy * dy + dz * dz;
if (len > d2Move)
{
len = dMove / Math.sqrt(len);
dx *= len;
dy *= len;
dz *= len;
}
}
vAr[ind] += dx;
vAr[ind + 1] += dy;
vAr[ind + 2] += dz;
}
},
/** Set a few infos that will be needed for the drag function afterwards */
updateDragDir: function (mesh, picking, mouseX, mouseY, pressureRadius, ptPlane, nPlane)
{
var vNear = picking.camera_.unproject(mouseX, mouseY, 0.0),
vFar = picking.camera_.unproject(mouseX, mouseY, 1.0);
var matInverse = mat4.create();
mat4.invert(matInverse, mesh.matTransform_);
vec3.transformMat4(vNear, vNear, matInverse);
vec3.transformMat4(vFar, vFar, matInverse);
var dir = this.dragDir_;
if (ptPlane)
{
dir = this.dragDirSym_;
Geometry.mirrorPoint(vNear, ptPlane, nPlane);
Geometry.mirrorPoint(vFar, ptPlane, nPlane);
}
var center = picking.interPoint_;
picking.interPoint_ = Geometry.vertexOnLine(center, vNear, vFar);
vec3.sub(dir, picking.interPoint_, center);
picking.mesh = mesh;
picking.computeRadiusWorldSq(mouseX, mouseY, pressureRadius);
var eyeDir = picking.eyeDir_;
vec3.sub(eyeDir, vFar, vNear);
vec3.normalize(eyeDir, eyeDir);
},
/** Drag deformation */
drag: function (center, iVerts, radiusSquared, sym)
{
var mesh = this.mesh_;
var vAr = mesh.vertexArray_;
var nbVerts = iVerts.length;
var radius = Math.sqrt(radiusSquared);
var cx = center[0],
cy = center[1],
cz = center[2];
var dir = sym ? this.dragDirSym_ : this.dragDir_;
var dirx = dir[0],
diry = dir[1],
dirz = dir[2];
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var dx = vAr[ind] - cx,
dy = vAr[ind + 1] - cy,
dz = vAr[ind + 2] - cz;
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = dist * dist;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * dist + 1.0;
vAr[ind] += dirx * fallOff;
vAr[ind + 1] += diry * fallOff;
vAr[ind + 2] += dirz * fallOff;
}
},
/** Paint color vertices */
paint: function (center, iVerts, radiusSquared)
{
var mesh = this.mesh_;
var vAr = mesh.vertexArray_;
var cAr = mesh.colorArray_;
var color = this.color_;
var radius = Math.sqrt(radiusSquared);
var cr = color[0] / 255.0,
cg = color[1] / 255.0,
cb = color[2] / 255.0;
var cx = center[0],
cy = center[1],
cz = center[2];
var intensity = this.intensity_;
var nbVerts = iVerts.length;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var dx = vAr[ind] - cx,
dy = vAr[ind + 1] - cy,
dz = vAr[ind + 2] - cz;
var dist = Math.sqrt(dx * dx + dy * dy + dz * dz) / radius;
var fallOff = dist * dist;
fallOff = 3.0 * fallOff * fallOff - 4.0 * fallOff * dist + 1.0;
fallOff *= intensity;
var fallOffCompl = 1.0 - fallOff;
cAr[ind] = cAr[ind] * fallOffCompl + cr * fallOff;
cAr[ind + 1] = cAr[ind + 1] * fallOffCompl + cg * fallOff;
cAr[ind + 2] = cAr[ind + 2] * fallOffCompl + cb * fallOff;
}
},
/** Smooth a group of vertices along the plane defined by the normal of the vertex */
smoothFlat: function (iVerts, intensity)
{
var mesh = this.mesh_;
var vAr = mesh.vertexArray_;
var nAr = mesh.normalArray_;
var nbVerts = iVerts.length;
var smoothVerts = new Float32Array(nbVerts * 3);
this.laplacianSmooth(iVerts, smoothVerts);
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
var vx = vAr[ind],
vy = vAr[ind + 1],
vz = vAr[ind + 2];
var nx = nAr[ind],
ny = nAr[ind + 1],
nz = nAr[ind + 2];
var i3 = i * 3;
var smx = smoothVerts[i3],
smy = smoothVerts[i3 + 1],
smz = smoothVerts[i3 + 2];
var dot = nx * (smx - vx) + ny * (smy - vy) + nz * (smz - vz);
vAr[ind] += (smx - nx * dot - vx) * intensity;
vAr[ind + 1] += (smy - ny * dot - vy) * intensity;
vAr[ind + 2] += (smz - nz * dot - vz) * intensity;
}
},
/** Laplacian smooth. Special rule for vertex on the edge of the mesh. */
laplacianSmooth: function (iVerts, smoothVerts)
{
var mesh = this.mesh_;
var vertices = mesh.vertices_;
var vAr = mesh.vertexArray_;
var nbVerts = iVerts.length;
for (var i = 0; i < nbVerts; ++i)
{
var i3 = i * 3;
var vert = vertices[iVerts[i]];
var ivRing = vert.ringVertices_;
var nbVRing = ivRing.length;
var nx = 0,
ny = 0,
nz = 0;
var j = 0,
ind = 0;
if (nbVRing !== vert.tIndices_.length) //edge vertex (or singular stuff...)
{
var nbVertEdge = 0;
for (j = 0; j < nbVRing; ++j)
{
ind = ivRing[j];
var ivr = vertices[ind];
//we average only with vertices that are also on the edge
if (ivr.ringVertices_.length !== ivr.tIndices_.length)
{
ind *= 3;
nx += vAr[ind];
ny += vAr[ind + 1];
nz += vAr[ind + 2];
++nbVertEdge;
}
}
smoothVerts[i3] = nx / nbVertEdge;
smoothVerts[i3 + 1] = ny / nbVertEdge;
smoothVerts[i3 + 2] = nz / nbVertEdge;
}
else
{
for (j = 0; j < nbVRing; ++j)
{
ind = ivRing[j] * 3;
nx += vAr[ind];
ny += vAr[ind + 1];
nz += vAr[ind + 2];
}
smoothVerts[i3] = nx / nbVRing;
smoothVerts[i3 + 1] = ny / nbVRing;
smoothVerts[i3 + 2] = nz / nbVRing;
}
}
},
/** Compute average normal of a group of vertices with culling */
areaNormal: function (iVerts)
{
var nAr = this.mesh_.normalArray_;
var nbVerts = iVerts.length;
var anx = 0.0,
any = 0.0,
anz = 0.0;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
anx += nAr[ind];
any += nAr[ind + 1];
anz += nAr[ind + 2];
}
var len = Math.sqrt(anx * anx + any * any + anz * anz);
if (len === 0)
return null;
len = 1.0 / len;
return [anx * len, any * len, anz * len];
},
/** Compute average center of a group of vertices (with culling) */
areaCenter: function (iVerts)
{
var vAr = this.mesh_.vertexArray_;
var nbVerts = iVerts.length;
var ax = 0.0,
ay = 0.0,
az = 0.0;
for (var i = 0; i < nbVerts; ++i)
{
var ind = iVerts[i] * 3;
ax += vAr[ind];
ay += vAr[ind + 1];
az += vAr[ind + 2];
}
return [ax / nbVerts, ay / nbVerts, az / nbVerts];
},
/** Set the origin of the 2d line */
setLineOrigin: function (mouseX, mouseY)
{
this.lineOrigin_ = [mouseX, mouseY];
},
/** Update the normal of the 2d line */
updateLineNormal: function (mouseX, mouseY)
{
this.lineNormal_ = [this.lineOrigin_[1] - mouseY, -this.lineOrigin_[0] + mouseX];
},
/** Cut the mesh along a 2d line */
cut: function (picking)
{
var mesh = this.mesh_;
var camera = picking.camera_;
var height = camera.height_;
var lo = this.lineOrigin_;
var lox = lo[0],
loy = height - lo[1];
var ln = this.lineNormal_;
var lnx = ln[0],
lny = -ln[1];
// compute the 3D plane origin and normal
var planeOrigin = camera.unproject(lox, loy, 0.5),
planeNormal = camera.unproject(lox + lnx, loy + lny, 0.5);
var matInverse = mat4.create();
mat4.invert(matInverse, mesh.matTransform_);
vec3.transformMat4(planeOrigin, planeOrigin, matInverse);
vec3.transformMat4(planeNormal, planeNormal, matInverse);
vec3.sub(planeNormal, planeNormal, planeOrigin);
vec3.normalize(planeNormal, planeNormal);
var topo = new Topology(this.states_);
topo.mesh_ = mesh;
var planeOffset = this.fillHoles_ ? vec3.scaleAndAdd([0.0, 0.0, 0.0], planeOrigin, planeNormal, 2.0) : planeOrigin;
var detailMinSq = topo.cut(planeOffset, planeNormal, this.fillHoles_);
if (this.fillHoles_)
this.uniformProjection(planeOrigin, planeNormal, detailMinSq);
mesh.updateBuffers();
this.lineNormal_ = [0.0, 0.0];
},
/** Uniformisation + projection on plane */
uniformProjection: function (planeOrigin, planeNormal, detailMinSq)
{
var mesh = this.mesh_;
var vAr = mesh.vertexArray_;
var vertices = mesh.vertices_;
var iTrisCulled = [],
iTrisIntersect = [];
// the iTrisIntersect are just candidates... there may be some triangles above/below the planes
mesh.octree_.cullPlane(planeOrigin, planeNormal, iTrisCulled, iTrisIntersect);
var iVertsCulled = mesh.getVerticesFromTriangles(iTrisCulled);
var iVertsIntersect = mesh.getVerticesFromTriangles(iTrisIntersect);
// undo-redo
this.states_.pushState(iTrisCulled, iVertsCulled);
this.states_.pushState(iTrisIntersect, iVertsIntersect);
var i = 0,
id = 0;
// tag culled vertices
++Vertex.tagMask_;
var vertexTagMask = Vertex.tagMask_;
var nbVertsCulled = iVertsCulled.length;
for (i = 0; i < nbVertsCulled; ++i)
vertices[iVertsCulled[i]].tagFlag_ = vertexTagMask;
var tmp = [0.0, 0.0, 0.0];
var nbVertsIntersect = iVertsIntersect.length;
for (i = 0; i < nbVertsIntersect; ++i)
{
id = iVertsIntersect[i];
if (vertices[id].tagFlag === vertexTagMask) //already culled
continue;
tmp[0] = vAr[id * 3];
tmp[1] = vAr[id * 3 + 1];
tmp[2] = vAr[id * 3 + 2];
if (vec3.dot(planeNormal, vec3.sub(tmp, tmp, planeOrigin)) > 0.0)
iVertsCulled.push(id);
}
// Subdivide + decimate (uniformisation)
var iTris = mesh.getTrianglesFromVertices(iVertsCulled);
var topo = new Topology(this.states_);
topo.mesh_ = mesh;
topo.planeOrigin_ = planeOrigin;
topo.planeNormal_ = planeNormal;
topo.checkPlane_ = true;
topo.linearSubdivision_ = true;
this.setAdaptiveParameters(topo.radiusSquared_);
detailMinSq = Math.max(Math.min(detailMinSq * (4.0 - this.subdDetailCut_), 500.0), 10.0);
iTris = topo.subdivision(iTris, detailMinSq);