StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics https://doi.org/10.1109/TVCG.2020.3030352
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StackGenVis/frontend/node_modules/gl-mesh3d/example/wire.js

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var createCamera = require('3d-view-controls')
var getBounds = require('bound-points')
var bunny = require('bunny')
var perspective = require('gl-mat4/perspective')
var createAxes = require('gl-axes3d')
var createSpikes = require('gl-spikes3d')
var createSelect = require('gl-select-static')
var getBounds = require('bound-points')
var mouseChange = require('mouse-change')
var sc = require('simplicial-complex')
var createMesh = require('../mesh')
var canvas = document.createElement('canvas')
document.body.appendChild(canvas)
window.addEventListener('resize', require('canvas-fit')(canvas))
var gl = canvas.getContext('webgl')
var bounds = getBounds(bunny.positions)
var camera = createCamera(canvas, {
eye: [0,0,50],
center: [-0.5*(bounds[0][0]+bounds[1][0]),
-0.5*(bounds[0][1]+bounds[1][1]),
-0.5*(bounds[0][2]+bounds[1][2])],
zoomMax: 500
})
var mesh = createMesh(gl, {
cells: sc.skeleton(bunny.cells, 1),
positions: bunny.positions,
meshColor: [0,1,0]
})
var select = createSelect(gl, [canvas.width, canvas.height])
var axes = createAxes(gl, { bounds: bounds })
var spikes = createSpikes(gl, {
bounds: bounds
})
var spikeChanged = false
mouseChange(canvas, function(buttons, x, y) {
var pickData = select.query(x, canvas.height - y, 10)
var pickResult = mesh.pick(pickData)
if(pickResult) {
spikes.update({
position: pickResult.position,
enabled: [true, true, true]
})
spikeChanged = true
} else {
spikeChanged = spikes.enabled[0]
spikes.update({
enabled: [false, false, false]
})
}
})
function render() {
requestAnimationFrame(render)
gl.enable(gl.DEPTH_TEST)
var needsUpdate = camera.tick()
var cameraParams = {
projection: perspective([], Math.PI/4, canvas.width/canvas.height, 0.01, 1000),
view: camera.matrix
}
if(needsUpdate || spikeChanged) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
gl.viewport(0, 0, canvas.width, canvas.height)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
axes.draw(cameraParams)
spikes.draw(cameraParams)
mesh.draw(cameraParams)
spikeChanged = false
}
if(needsUpdate) {
select.shape = [canvas.width, canvas.height]
select.begin()
mesh.drawPick(cameraParams)
select.end()
}
}
render()