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Added EdgeSplitModifier example

Max Godefroy (Clyde) 4 năm trước cách đây
mục cha
commit
0ed5e60dd0

BIN
examples/models/stl/binary/roman_soldier.stl


+ 143 - 0
examples/webgl_modifier_edge_spliter.html

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+<!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>