|
@@ -0,0 +1,451 @@
|
|
|
|
+Title: Three.js Custom BufferGeometry
|
|
|
|
+Description: How to make your own BufferGeometry.
|
|
|
|
+TOC: Custom BufferGeometry
|
|
|
|
+
|
|
|
|
+`BufferGeometry` is three.js's way of representing all geometry. A `BufferGeometry`
|
|
|
|
+essentially a collection *named* of `BufferAttribute`s.
|
|
|
|
+Each `BufferAttribute` represents an array of one type of data: positions,
|
|
|
|
+normals, colors, uv, etc... Together, the named `BufferAttribute`s represent
|
|
|
|
+*parallel arrays* of all the data for each vertex.
|
|
|
|
+
|
|
|
|
+<div class="threejs_center"><img src="resources/threejs-attributes.svg" style="width: 700px"></div>
|
|
|
|
+
|
|
|
|
+Above you can see we have 4 attributes: `position`, `normal`, `color`, `uv`.
|
|
|
|
+They represent *parallel arrays* which means that the Nth set of data in each
|
|
|
|
+attribute belongs to the same vertex. The vertex at index = 4 is highlighted
|
|
|
|
+to show that the parallel data across all attributes defines one vertex.
|
|
|
|
+
|
|
|
|
+This brings up a point, here's a diagram of a cube with one corner highlighted.
|
|
|
|
+
|
|
|
|
+<div class="threejs_center"><img src="resources/cube-faces-vertex.svg" style="width: 500px"></div>
|
|
|
|
+
|
|
|
|
+Thinking about it that single corner needs a different normal for each face of the
|
|
|
|
+cube. A normal is info about which direction something faces. In the diagram
|
|
|
|
+the normals are presented by the arrows around the corner vertex showing that each
|
|
|
|
+face that shares that vertex position needs a normal that points in a different direction.
|
|
|
|
+
|
|
|
|
+That corner needs different UVs for each face as well. UVs are texture coordinates
|
|
|
|
+that specify which part of a texture being drawn on a triangle corresponds to that
|
|
|
|
+vertex position. You can see the green face needs that vertex to have a UV that corresponds
|
|
|
|
+to the top right corner of the F texture, the blue face needs a UV that corresponds to the
|
|
|
|
+top left corner of the F texture, and the red face needs a UV that corresponds to the bottom
|
|
|
|
+left corner of the F texture.
|
|
|
|
+
|
|
|
|
+A single *vertex* is the combination of all of its parts. If a vertex needs any
|
|
|
|
+part to be different then it must be a different vertex.
|
|
|
|
+
|
|
|
|
+As a simple example let's make a cube using `BufferGeometry`. A cube is interesting
|
|
|
|
+because it appears to share vertices at the corners but really
|
|
|
|
+does not. For our example we'll list out all the vertices with all their data
|
|
|
|
+and then convert that data into parallel arrays and finally use those to make
|
|
|
|
+`BufferAttribute`s and add them to a `BufferGeometry`.
|
|
|
|
+
|
|
|
|
+We start with a list of all the data needed for the cube. Remember again
|
|
|
|
+that if a vertex has any unique parts it has to be a separate vertex. As such
|
|
|
|
+to make a cube requires 36 vertices. 2 triangles per face, 3 vertices per triangle,
|
|
|
|
+6 faces = 36 vertices.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const vertices = [
|
|
|
|
+ // front
|
|
|
|
+ { pos: [-1, -1, 1], norm: [ 0, 0, 1], uv: [0, 0], },
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
|
|
|
|
+
|
|
|
|
+ { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 0, 0, 1], uv: [1, 1], },
|
|
|
|
+ // right
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 1, 0, 0], uv: [0, 0], },
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
|
|
|
|
+
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 1, 0, 0], uv: [1, 1], },
|
|
|
|
+ // back
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 0, 0, -1], uv: [0, 0], },
|
|
|
|
+ { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
|
|
|
|
+
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
|
|
|
|
+ { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, 1, -1], norm: [ 0, 0, -1], uv: [1, 1], },
|
|
|
|
+ // left
|
|
|
|
+ { pos: [-1, -1, -1], norm: [-1, 0, 0], uv: [0, 0], },
|
|
|
|
+ { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
|
|
|
|
+
|
|
|
|
+ { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
|
|
|
|
+ { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, 1, 1], norm: [-1, 0, 0], uv: [1, 1], },
|
|
|
|
+ // top
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 0, 1, 0], uv: [0, 0], },
|
|
|
|
+ { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
|
|
|
|
+
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
|
|
|
|
+ { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, 1, 1], norm: [ 0, 1, 0], uv: [1, 1], },
|
|
|
|
+ // bottom
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 0, -1, 0], uv: [0, 0], },
|
|
|
|
+ { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
|
|
|
|
+
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
|
|
|
|
+ { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, -1, -1], norm: [ 0, -1, 0], uv: [1, 1], },
|
|
|
|
+];
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+We can then translate all of that into 3 parallel arrays
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const positions = [];
|
|
|
|
+const normals = [];
|
|
|
|
+const uvs = [];
|
|
|
|
+for (const vertex of vertices) {
|
|
|
|
+ positions.push(...vertex.pos);
|
|
|
|
+ normals.push(...vertex.norm);
|
|
|
|
+ uvs.push(...vertex.uv);
|
|
|
|
+}
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+Finally we can create a `BufferGeometry` and then a `BufferAttribute` for each array
|
|
|
|
+and add it to the `BufferGeometry`.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+ const geometry = new THREE.BufferGeometry();
|
|
|
|
+ const positionNumComponents = 3;
|
|
|
|
+ const normalNumComponents = 3;
|
|
|
|
+ const uvNumComponents = 2;
|
|
|
|
+ geometry.setAttribute(
|
|
|
|
+ 'position',
|
|
|
|
+ new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
|
|
|
|
+ geometry.setAttribute(
|
|
|
|
+ 'normal',
|
|
|
|
+ new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
|
|
|
|
+ geometry.setAttribute(
|
|
|
|
+ 'uv',
|
|
|
|
+ new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+Note that the names are significant. You must name your attributes the names
|
|
|
|
+that match what three.js expects (unless you are creating a custom shader).
|
|
|
|
+In this case `position`, `normal`, and `uv`. If you want vertex colors then
|
|
|
|
+name your attribute `color`.
|
|
|
|
+
|
|
|
|
+Above we created 3 JavaScript native arrays, `positions`, `normals` and `uvs`.
|
|
|
|
+We then convert those into
|
|
|
|
+[TypedArrays](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray)
|
|
|
|
+of type `Float32Array`. A `BufferAttribute` requires a TypedArray not a native
|
|
|
|
+array. A `BufferAttribute` also requires you to tell it how many components there
|
|
|
|
+are per vertex. For the positions and normals we have 3 components per vertex,
|
|
|
|
+x, y, and z. For the UVs we have 2, u and v.
|
|
|
|
+
|
|
|
|
+{{{example url="../threejs-custom-buffergeometry-cube.html"}}}
|
|
|
|
+
|
|
|
|
+That's a lot of data. A small thing we can do is use indices to reference
|
|
|
|
+the vertices. Looking back at our cube data, each face is made from 2 triangles
|
|
|
|
+with 3 vertices each, 6 vertices total, but 2 of those vertices are exactly the same;
|
|
|
|
+The same position, the same normal, and the same uv.
|
|
|
|
+So, we can remove the matching vertices and then
|
|
|
|
+reference them by index. First we remove the matching vertices.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const vertices = [
|
|
|
|
+ // front
|
|
|
|
+ { pos: [-1, -1, 1], norm: [ 0, 0, 1], uv: [0, 0], }, // 0
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], }, // 1
|
|
|
|
+ { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], }, // 2
|
|
|
|
+-
|
|
|
|
+- { pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
|
|
|
|
+- { pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 0, 0, 1], uv: [1, 1], }, // 3
|
|
|
|
+ // right
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 1, 0, 0], uv: [0, 0], }, // 4
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], }, // 5
|
|
|
|
+-
|
|
|
|
+- { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
|
|
|
|
+- { pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], }, // 6
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 1, 0, 0], uv: [1, 1], }, // 7
|
|
|
|
+ // back
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 0, 0, -1], uv: [0, 0], }, // 8
|
|
|
|
+ { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], }, // 9
|
|
|
|
+-
|
|
|
|
+- { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
|
|
|
|
+- { pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], }, // 10
|
|
|
|
+ { pos: [-1, 1, -1], norm: [ 0, 0, -1], uv: [1, 1], }, // 11
|
|
|
|
+ // left
|
|
|
|
+ { pos: [-1, -1, -1], norm: [-1, 0, 0], uv: [0, 0], }, // 12
|
|
|
|
+ { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], }, // 13
|
|
|
|
+-
|
|
|
|
+- { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
|
|
|
|
+- { pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], }, // 14
|
|
|
|
+ { pos: [-1, 1, 1], norm: [-1, 0, 0], uv: [1, 1], }, // 15
|
|
|
|
+ // top
|
|
|
|
+ { pos: [ 1, 1, -1], norm: [ 0, 1, 0], uv: [0, 0], }, // 16
|
|
|
|
+ { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], }, // 17
|
|
|
|
+-
|
|
|
|
+- { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
|
|
|
|
+- { pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], }, // 18
|
|
|
|
+ { pos: [-1, 1, 1], norm: [ 0, 1, 0], uv: [1, 1], }, // 19
|
|
|
|
+ // bottom
|
|
|
|
+ { pos: [ 1, -1, 1], norm: [ 0, -1, 0], uv: [0, 0], }, // 20
|
|
|
|
+ { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], }, // 21
|
|
|
|
+-
|
|
|
|
+- { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
|
|
|
|
+- { pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
|
|
|
|
+ { pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], }, // 22
|
|
|
|
+ { pos: [-1, -1, -1], norm: [ 0, -1, 0], uv: [1, 1], }, // 23
|
|
|
|
+];
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+So now we have 24 unique vertices. Then we specify 36 indices
|
|
|
|
+for the 36 vertices we need drawn to make 12 triangles by calling `BufferGeometry.setIndex` with an array of indices.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'position',
|
|
|
|
+ new THREE.BufferAttribute(positions, positionNumComponents));
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'normal',
|
|
|
|
+ new THREE.BufferAttribute(normals, normalNumComponents));
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'uv',
|
|
|
|
+ new THREE.BufferAttribute(uvs, uvNumComponents));
|
|
|
|
+
|
|
|
|
++geometry.setIndex([
|
|
|
|
++ 0, 1, 2, 2, 1, 3, // front
|
|
|
|
++ 4, 5, 6, 6, 5, 7, // right
|
|
|
|
++ 8, 9, 10, 10, 9, 11, // back
|
|
|
|
++ 12, 13, 14, 14, 13, 15, // left
|
|
|
|
++ 16, 17, 18, 18, 17, 19, // top
|
|
|
|
++ 20, 21, 22, 22, 21, 23, // bottom
|
|
|
|
++]);
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+{{{example url="../threejs-custom-buffergeometry-cube-indexed.html"}}}
|
|
|
|
+
|
|
|
|
+`BufferGeometry` has a [`computeVertexNormals`](BufferGeometry.computeVertexNormals) method for computing normals if you
|
|
|
|
+are not supplying them. Unfortunately,
|
|
|
|
+since positions can not be shared if any other part of a vertex is different,
|
|
|
|
+the results of calling `computeVertexNormals` will generate seams if your
|
|
|
|
+geometry is supposed to connect to itself like a sphere or a cylinder.
|
|
|
|
+
|
|
|
|
+<div class="spread">
|
|
|
|
+ <div>
|
|
|
|
+ <div data-diagram="bufferGeometryCylinder"></div>
|
|
|
|
+ </div>
|
|
|
|
+</div>
|
|
|
|
+
|
|
|
|
+For the cylinder above the normals were created using `computeVertexNormals`.
|
|
|
|
+If you look closely there is a seam on the cylinder. This is because there
|
|
|
|
+is no way to share the vertices at the start and end of the cylinder since they
|
|
|
|
+require different UVs so the function to compute them has no idea those are
|
|
|
|
+the same vertices to smooth over them. Just a small thing to be aware of.
|
|
|
|
+The solution is to supply your own normals.
|
|
|
|
+
|
|
|
|
+We can also use [TypedArrays](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray) from the start instead of native JavaScript arrays.
|
|
|
|
+The disadvantage to TypedArrays is you must specify their size up front. Of
|
|
|
|
+course that's not that large of a burden but with native arrays we can just
|
|
|
|
+`push` values onto them and look at what size they end up by checking their
|
|
|
|
+`length` at the end. With TypedArrays there is no push function so we need
|
|
|
|
+to do our own bookkeeping when adding values to them.
|
|
|
|
+
|
|
|
|
+In this example knowing the length up front is pretty easy since we're using
|
|
|
|
+a big block of static data to start.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+-const positions = [];
|
|
|
|
+-const normals = [];
|
|
|
|
+-const uvs = [];
|
|
|
|
++const numVertices = vertices.length;
|
|
|
|
++const positionNumComponents = 3;
|
|
|
|
++const normalNumComponents = 3;
|
|
|
|
++const uvNumComponents = 2;
|
|
|
|
++const positions = new Float32Array(numVertices * positionNumComponents);
|
|
|
|
++const normals = new Float32Array(numVertices * normalNumComponents);
|
|
|
|
++const uvs = new Float32Array(numVertices * uvNumComponents);
|
|
|
|
++let posNdx = 0;
|
|
|
|
++let nrmNdx = 0;
|
|
|
|
++let uvNdx = 0;
|
|
|
|
+for (const vertex of vertices) {
|
|
|
|
+- positions.push(...vertex.pos);
|
|
|
|
+- normals.push(...vertex.norm);
|
|
|
|
+- uvs.push(...vertex.uv);
|
|
|
|
++ positions.set(vertex.pos, posNdx);
|
|
|
|
++ normals.set(vertex.norm, nrmNdx);
|
|
|
|
++ uvs.set(vertex.uv, uvNdx);
|
|
|
|
++ posNdx += positionNumComponents;
|
|
|
|
++ nrmNdx += normalNumComponents;
|
|
|
|
++ uvNdx += uvNumComponents;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'position',
|
|
|
|
+- new THREE.BufferAttribute(new Float32Array(positions), positionNumComponents));
|
|
|
|
++ new THREE.BufferAttribute(positions, positionNumComponents));
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'normal',
|
|
|
|
+- new THREE.BufferAttribute(new Float32Array(normals), normalNumComponents));
|
|
|
|
++ new THREE.BufferAttribute(normals, normalNumComponents));
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'uv',
|
|
|
|
+- new THREE.BufferAttribute(new Float32Array(uvs), uvNumComponents));
|
|
|
|
++ new THREE.BufferAttribute(uvs, uvNumComponents));
|
|
|
|
+
|
|
|
|
+geometry.setIndex([
|
|
|
|
+ 0, 1, 2, 2, 1, 3, // front
|
|
|
|
+ 4, 5, 6, 6, 5, 7, // right
|
|
|
|
+ 8, 9, 10, 10, 9, 11, // back
|
|
|
|
+ 12, 13, 14, 14, 13, 15, // left
|
|
|
|
+ 16, 17, 18, 18, 17, 19, // top
|
|
|
|
+ 20, 21, 22, 22, 21, 23, // bottom
|
|
|
|
+]);
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+{{{example url="../threejs-custom-buffergeometry-cube-typedarrays.html"}}}
|
|
|
|
+
|
|
|
|
+A good reason to use typedarrays is if you want to dynamically update any
|
|
|
|
+part of the vertices.
|
|
|
|
+
|
|
|
|
+I couldn't think of a really good example of dynamically updating the vertices
|
|
|
|
+so I decided to make a sphere and move each quad in and out from the center. Hopefully
|
|
|
|
+it's a useful example.
|
|
|
|
+
|
|
|
|
+Here's the code to generate positions and indices for a sphere. The code
|
|
|
|
+is sharing vertices within a quad but it's not sharing vertices between
|
|
|
|
+quads because we want to be able to move each quad separately.
|
|
|
|
+
|
|
|
|
+Because I'm lazy I used a small hierarchy of 3 `Object3D` objects to compute
|
|
|
|
+sphere points. How this works is explained in [the article on optimizing lots of objects](threejs-optimize-lots-of-objects.html).
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+function makeSpherePositions(segmentsAround, segmentsDown) {
|
|
|
|
+ const numVertices = segmentsAround * segmentsDown * 6;
|
|
|
|
+ const numComponents = 3;
|
|
|
|
+ const positions = new Float32Array(numVertices * numComponents);
|
|
|
|
+ const indices = [];
|
|
|
|
+
|
|
|
|
+ const longHelper = new THREE.Object3D();
|
|
|
|
+ const latHelper = new THREE.Object3D();
|
|
|
|
+ const pointHelper = new THREE.Object3D();
|
|
|
|
+ longHelper.add(latHelper);
|
|
|
|
+ latHelper.add(pointHelper);
|
|
|
|
+ pointHelper.position.z = 1;
|
|
|
|
+ const temp = new THREE.Vector3();
|
|
|
|
+
|
|
|
|
+ function getPoint(lat, long) {
|
|
|
|
+ latHelper.rotation.x = lat;
|
|
|
|
+ longHelper.rotation.y = long;
|
|
|
|
+ longHelper.updateMatrixWorld(true);
|
|
|
|
+ return pointHelper.getWorldPosition(temp).toArray();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let posNdx = 0;
|
|
|
|
+ let ndx = 0;
|
|
|
|
+ for (let down = 0; down < segmentsDown; ++down) {
|
|
|
|
+ const v0 = down / segmentsDown;
|
|
|
|
+ const v1 = (down + 1) / segmentsDown;
|
|
|
|
+ const lat0 = (v0 - 0.5) * Math.PI;
|
|
|
|
+ const lat1 = (v1 - 0.5) * Math.PI;
|
|
|
|
+
|
|
|
|
+ for (let across = 0; across < segmentsAround; ++across) {
|
|
|
|
+ const u0 = across / segmentsAround;
|
|
|
|
+ const u1 = (across + 1) / segmentsAround;
|
|
|
|
+ const long0 = u0 * Math.PI * 2;
|
|
|
|
+ const long1 = u1 * Math.PI * 2;
|
|
|
|
+
|
|
|
|
+ positions.set(getPoint(lat0, long0), posNdx); posNdx += numComponents;
|
|
|
|
+ positions.set(getPoint(lat1, long0), posNdx); posNdx += numComponents;
|
|
|
|
+ positions.set(getPoint(lat0, long1), posNdx); posNdx += numComponents;
|
|
|
|
+ positions.set(getPoint(lat1, long1), posNdx); posNdx += numComponents;
|
|
|
|
+
|
|
|
|
+ indices.push(
|
|
|
|
+ ndx, ndx + 1, ndx + 2,
|
|
|
|
+ ndx + 2, ndx + 1, ndx + 3,
|
|
|
|
+ );
|
|
|
|
+ ndx += 4;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return {positions, indices};
|
|
|
|
+}
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+We can then call it like this
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const segmentsAround = 24;
|
|
|
|
+const segmentsDown = 16;
|
|
|
|
+const {positions, indices} = makeSpherePositions(segmentsAround, segmentsDown);
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+Because positions returned are unit sphere positions so they are exactly the same
|
|
|
|
+values we need for normals so we can just duplicated them for the normals.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const normals = positions.slice();
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+And then we setup the attributes like before
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const geometry = new THREE.BufferGeometry();
|
|
|
|
+const positionNumComponents = 3;
|
|
|
|
+const normalNumComponents = 3;
|
|
|
|
+
|
|
|
|
++const positionAttribute = new THREE.BufferAttribute(positions, positionNumComponents);
|
|
|
|
++positionAttribute.setUsage(THREE.DynamicDrawUsage);
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'position',
|
|
|
|
++ positionAttribute);
|
|
|
|
+geometry.setAttribute(
|
|
|
|
+ 'normal',
|
|
|
|
+ new THREE.BufferAttribute(normals, normalNumComponents));
|
|
|
|
+geometry.setIndex(indices);
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+I've highlighted a few differences. We save a reference to the position attribute.
|
|
|
|
+We also mark it as dynamic. This is a hint to THREE.js that we're going to be changing
|
|
|
|
+the contents of the attribute often.
|
|
|
|
+
|
|
|
|
+In our render loop we update the positions based off their normals every frame.
|
|
|
|
+
|
|
|
|
+```js
|
|
|
|
+const temp = new THREE.Vector3();
|
|
|
|
+
|
|
|
|
+...
|
|
|
|
+
|
|
|
|
+for (let i = 0; i < positions.length; i += 3) {
|
|
|
|
+ const quad = (i / 12 | 0);
|
|
|
|
+ const ringId = quad / segmentsAround | 0;
|
|
|
|
+ const ringQuadId = quad % segmentsAround;
|
|
|
|
+ const ringU = ringQuadId / segmentsAround;
|
|
|
|
+ const angle = ringU * Math.PI * 2;
|
|
|
|
+ temp.fromArray(normals, i);
|
|
|
|
+ temp.multiplyScalar(THREE.MathUtils.lerp(1, 1.4, Math.sin(time + ringId + angle) * .5 + .5));
|
|
|
|
+ temp.toArray(positions, i);
|
|
|
|
+}
|
|
|
|
+positionAttribute.needsUpdate = true;
|
|
|
|
+```
|
|
|
|
+
|
|
|
|
+And we set `positionAttribute.needsUpdate` to tell THREE.js to use our changes.
|
|
|
|
+
|
|
|
|
+{{{example url="../threejs-custom-buffergeometry-dynamic.html"}}}
|
|
|
|
+
|
|
|
|
+I hope these were useful examples of how to use `BufferGeometry` directly to
|
|
|
|
+make your own geometry and how to dynamically update the contents of a
|
|
|
|
+`BufferAttribute`.
|
|
|
|
+
|
|
|
|
+<!-- needed in English only to prevent warning from outdated translations -->
|
|
|
|
+<a href="resources/threejs-geometry.svg"></a>
|
|
|
|
+<a href="threejs-custom-geometry.html"></a>
|
|
|
|
+
|
|
|
|
+<canvas id="c"></canvas>
|
|
|
|
+<script type="module" src="resources/threejs-custom-buffergeometry.js"></script>
|
|
|
|
+
|