webgl_interactive_buffergeometry.html 6.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive - buffergeometry</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - buffergeometry</div>
  12. <script type="module">
  13. import {
  14. AmbientLight,
  15. BufferAttribute,
  16. BufferGeometry,
  17. Color,
  18. DirectionalLight,
  19. DoubleSide,
  20. Fog,
  21. Line,
  22. LineBasicMaterial,
  23. Mesh,
  24. MeshPhongMaterial,
  25. PerspectiveCamera,
  26. Raycaster,
  27. Scene,
  28. Vector2,
  29. Vector3,
  30. VertexColors,
  31. WebGLRenderer
  32. } from "../build/three.module.js";
  33. import Stats from './jsm/libs/stats.module.js';
  34. var container, stats;
  35. var camera, scene, renderer;
  36. var raycaster, mouse;
  37. var mesh, line;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.getElementById( 'container' );
  42. //
  43. camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  44. camera.position.z = 2750;
  45. scene = new Scene();
  46. scene.background = new Color( 0x050505 );
  47. scene.fog = new Fog( 0x050505, 2000, 3500 );
  48. //
  49. scene.add( new AmbientLight( 0x444444 ) );
  50. var light1 = new DirectionalLight( 0xffffff, 0.5 );
  51. light1.position.set( 1, 1, 1 );
  52. scene.add( light1 );
  53. var light2 = new DirectionalLight( 0xffffff, 1.5 );
  54. light2.position.set( 0, - 1, 0 );
  55. scene.add( light2 );
  56. //
  57. var triangles = 5000;
  58. var geometry = new BufferGeometry();
  59. var positions = new Float32Array( triangles * 3 * 3 );
  60. var normals = new Float32Array( triangles * 3 * 3 );
  61. var colors = new Float32Array( triangles * 3 * 3 );
  62. var color = new Color();
  63. var n = 800, n2 = n / 2; // triangles spread in the cube
  64. var d = 120, d2 = d / 2; // individual triangle size
  65. var pA = new Vector3();
  66. var pB = new Vector3();
  67. var pC = new Vector3();
  68. var cb = new Vector3();
  69. var ab = new Vector3();
  70. for ( var i = 0; i < positions.length; i += 9 ) {
  71. // positions
  72. var x = Math.random() * n - n2;
  73. var y = Math.random() * n - n2;
  74. var z = Math.random() * n - n2;
  75. var ax = x + Math.random() * d - d2;
  76. var ay = y + Math.random() * d - d2;
  77. var az = z + Math.random() * d - d2;
  78. var bx = x + Math.random() * d - d2;
  79. var by = y + Math.random() * d - d2;
  80. var bz = z + Math.random() * d - d2;
  81. var cx = x + Math.random() * d - d2;
  82. var cy = y + Math.random() * d - d2;
  83. var cz = z + Math.random() * d - d2;
  84. positions[ i ] = ax;
  85. positions[ i + 1 ] = ay;
  86. positions[ i + 2 ] = az;
  87. positions[ i + 3 ] = bx;
  88. positions[ i + 4 ] = by;
  89. positions[ i + 5 ] = bz;
  90. positions[ i + 6 ] = cx;
  91. positions[ i + 7 ] = cy;
  92. positions[ i + 8 ] = cz;
  93. // flat face normals
  94. pA.set( ax, ay, az );
  95. pB.set( bx, by, bz );
  96. pC.set( cx, cy, cz );
  97. cb.subVectors( pC, pB );
  98. ab.subVectors( pA, pB );
  99. cb.cross( ab );
  100. cb.normalize();
  101. var nx = cb.x;
  102. var ny = cb.y;
  103. var nz = cb.z;
  104. normals[ i ] = nx;
  105. normals[ i + 1 ] = ny;
  106. normals[ i + 2 ] = nz;
  107. normals[ i + 3 ] = nx;
  108. normals[ i + 4 ] = ny;
  109. normals[ i + 5 ] = nz;
  110. normals[ i + 6 ] = nx;
  111. normals[ i + 7 ] = ny;
  112. normals[ i + 8 ] = nz;
  113. // colors
  114. var vx = ( x / n ) + 0.5;
  115. var vy = ( y / n ) + 0.5;
  116. var vz = ( z / n ) + 0.5;
  117. color.setRGB( vx, vy, vz );
  118. colors[ i ] = color.r;
  119. colors[ i + 1 ] = color.g;
  120. colors[ i + 2 ] = color.b;
  121. colors[ i + 3 ] = color.r;
  122. colors[ i + 4 ] = color.g;
  123. colors[ i + 5 ] = color.b;
  124. colors[ i + 6 ] = color.r;
  125. colors[ i + 7 ] = color.g;
  126. colors[ i + 8 ] = color.b;
  127. }
  128. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  129. geometry.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
  130. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  131. geometry.computeBoundingSphere();
  132. var material = new MeshPhongMaterial( {
  133. color: 0xaaaaaa, specular: 0xffffff, shininess: 250,
  134. side: DoubleSide, vertexColors: VertexColors
  135. } );
  136. mesh = new Mesh( geometry, material );
  137. scene.add( mesh );
  138. //
  139. raycaster = new Raycaster();
  140. mouse = new Vector2();
  141. var geometry = new BufferGeometry();
  142. geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 4 * 3 ), 3 ) );
  143. var material = new LineBasicMaterial( { color: 0xffffff, transparent: true } );
  144. line = new Line( geometry, material );
  145. scene.add( line );
  146. //
  147. renderer = new WebGLRenderer();
  148. renderer.setPixelRatio( window.devicePixelRatio );
  149. renderer.setSize( window.innerWidth, window.innerHeight );
  150. container.appendChild( renderer.domElement );
  151. //
  152. stats = new Stats();
  153. container.appendChild( stats.dom );
  154. //
  155. window.addEventListener( 'resize', onWindowResize, false );
  156. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  157. }
  158. function onWindowResize() {
  159. camera.aspect = window.innerWidth / window.innerHeight;
  160. camera.updateProjectionMatrix();
  161. renderer.setSize( window.innerWidth, window.innerHeight );
  162. }
  163. function onDocumentMouseMove( event ) {
  164. event.preventDefault();
  165. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  166. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  167. }
  168. //
  169. function animate() {
  170. requestAnimationFrame( animate );
  171. render();
  172. stats.update();
  173. }
  174. function render() {
  175. var time = Date.now() * 0.001;
  176. mesh.rotation.x = time * 0.15;
  177. mesh.rotation.y = time * 0.25;
  178. raycaster.setFromCamera( mouse, camera );
  179. var intersects = raycaster.intersectObject( mesh );
  180. if ( intersects.length > 0 ) {
  181. var intersect = intersects[ 0 ];
  182. var face = intersect.face;
  183. var linePosition = line.geometry.attributes.position;
  184. var meshPosition = mesh.geometry.attributes.position;
  185. linePosition.copyAt( 0, meshPosition, face.a );
  186. linePosition.copyAt( 1, meshPosition, face.b );
  187. linePosition.copyAt( 2, meshPosition, face.c );
  188. linePosition.copyAt( 3, meshPosition, face.a );
  189. mesh.updateMatrix();
  190. line.geometry.applyMatrix( mesh.matrix );
  191. line.visible = true;
  192. } else {
  193. line.visible = false;
  194. }
  195. renderer.render( scene, camera );
  196. }
  197. </script>
  198. </body>
  199. </html>