|
@@ -0,0 +1,143 @@
|
|
|
+<!DOCTYPE html>
|
|
|
+<html lang="en">
|
|
|
+ <head>
|
|
|
+ <title>three.js webgl - modifier - Edge split modifier</title>
|
|
|
+ <meta charset="utf-8">
|
|
|
+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
|
+ <link type="text/css" rel="stylesheet" href="main.css">
|
|
|
+ </head>
|
|
|
+ <body>
|
|
|
+
|
|
|
+ <script type="module">
|
|
|
+
|
|
|
+ import * as THREE from '../build/three.module.js';
|
|
|
+
|
|
|
+ import { OrbitControls } from './jsm/controls/OrbitControls.js';
|
|
|
+ import { STLLoader } from "./jsm/loaders/STLLoader.js";
|
|
|
+ import { BufferGeometryUtils } from "./jsm/utils/BufferGeometryUtils.js";
|
|
|
+ import { EdgeSplitModifier } from "./jsm/modifiers/EdgeSplitModifier.js";
|
|
|
+
|
|
|
+ import { GUI } from "./jsm/libs/dat.gui.module.js";
|
|
|
+
|
|
|
+ let renderer, scene, camera;
|
|
|
+ let modifier, mesh, baseGeometry;
|
|
|
+
|
|
|
+ const params = {
|
|
|
+ smoothShading: false,
|
|
|
+ edgeSplit: false,
|
|
|
+ cutOffAngle: 30,
|
|
|
+ };
|
|
|
+
|
|
|
+ init();
|
|
|
+
|
|
|
+ function init() {
|
|
|
+
|
|
|
+ const info = document.createElement( 'div' );
|
|
|
+ info.style.position = 'absolute';
|
|
|
+ info.style.top = '10px';
|
|
|
+ info.style.width = '100%';
|
|
|
+ info.style.textAlign = 'center';
|
|
|
+ info.innerHTML = '<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Indexed geometry edge splitting';
|
|
|
+ document.body.appendChild( info );
|
|
|
+
|
|
|
+ renderer = new THREE.WebGLRenderer( { antialias: true } );
|
|
|
+ renderer.setPixelRatio( window.devicePixelRatio );
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ document.body.appendChild( renderer.domElement );
|
|
|
+
|
|
|
+ scene = new THREE.Scene();
|
|
|
+
|
|
|
+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight );
|
|
|
+
|
|
|
+ const controls = new OrbitControls( camera, renderer.domElement );
|
|
|
+ controls.addEventListener( 'change', render ); // use if there is no animation loop
|
|
|
+ controls.enableDamping = true;
|
|
|
+ controls.dampingFactor = 0.25;
|
|
|
+ controls.rotateSpeed = 0.35;
|
|
|
+ controls.minZoom = 1;
|
|
|
+ camera.position.set( 0, 0, 4 );
|
|
|
+
|
|
|
+ scene.add( new THREE.HemisphereLight( 0xffffff, 0x444444 ) );
|
|
|
+
|
|
|
+ new STLLoader().load(
|
|
|
+ './models/stl/binary/roman_soldier.stl',
|
|
|
+ function ( stlGeometry ) {
|
|
|
+
|
|
|
+ modifier = new EdgeSplitModifier();
|
|
|
+ baseGeometry = stlGeometry;
|
|
|
+
|
|
|
+ console.log( "Loaded" );
|
|
|
+
|
|
|
+ mesh = new THREE.Mesh( getGeometry(), new THREE.MeshStandardMaterial() );
|
|
|
+ mesh.material.flatShading = ! params.smoothShading;
|
|
|
+ mesh.rotateX( - Math.PI / 2 );
|
|
|
+ mesh.scale.set( 0.1, 0.1, 0.1 );
|
|
|
+ mesh.translateZ( - 1.5 );
|
|
|
+ scene.add( mesh );
|
|
|
+
|
|
|
+ render();
|
|
|
+
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ window.addEventListener( 'resize', onWindowResize, false );
|
|
|
+
|
|
|
+
|
|
|
+ const gui = new GUI( { name: "Edge split modifier parameters" } );
|
|
|
+
|
|
|
+ gui.add( params, "smoothShading" ).onFinishChange( updateMesh );
|
|
|
+ gui.add( params, "edgeSplit" ).onFinishChange( updateMesh );
|
|
|
+ gui.add( params, "cutOffAngle" ).min( 0 ).max( 180 ).onFinishChange( updateMesh );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function onWindowResize() {
|
|
|
+
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+
|
|
|
+ camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
+
|
|
|
+ render();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function getGeometry() {
|
|
|
+
|
|
|
+ let g;
|
|
|
+
|
|
|
+ if ( params.edgeSplit )
|
|
|
+ g = modifier.modify( baseGeometry, params.cutOffAngle * Math.PI / 180 );
|
|
|
+ else
|
|
|
+ g = BufferGeometryUtils.mergeVertices( baseGeometry );
|
|
|
+
|
|
|
+ g.computeVertexNormals();
|
|
|
+
|
|
|
+ return g;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function updateMesh() {
|
|
|
+
|
|
|
+ mesh.geometry = getGeometry();
|
|
|
+
|
|
|
+ mesh.material.flatShading = ! params.smoothShading;
|
|
|
+ mesh.material.needsUpdate = true;
|
|
|
+
|
|
|
+ render();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function render() {
|
|
|
+
|
|
|
+ renderer.render( scene, camera );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ </script>
|
|
|
+
|
|
|
+ </body>
|
|
|
+</html>
|