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webgl_buffergeometry_constructed_from_geometry.html 7.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - BufferGeometry constructed from Geometry Example</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. <style>
  8. body {
  9. background-color: #000;
  10. font-family: Monospace;
  11. margin: 0;
  12. color: #000;
  13. overflow: hidden;
  14. }
  15. #title {
  16. position: absolute;
  17. width: 100%;
  18. top: 0;
  19. padding: 0;
  20. text-align: center;
  21. font-size: 1.1em;
  22. background-color: rgba(64,96,64,0.7);
  23. color: #fff;
  24. }
  25. #title a {color:#ff0;}
  26. </style>
  27. <script type="text/javascript" src="../build/three.js"></script>
  28. <script type="text/javascript" src="js/Detector.js"></script>
  29. <script type="text/javascript" src="js/libs/stats.min.js"></script>
  30. <script type="text/javascript" src="js/controls/TrackballControls.js"></script>
  31. </head>
  32. <body onload="app()">
  33. <div id="title"></div>
  34. <script>
  35. var camera, scene, renderer, controls, stats;
  36. function app() {
  37. if ( ! Detector.webgl ) {
  38. Detector.addGetWebGLMessage();
  39. }
  40. init();
  41. animate();
  42. }
  43. function init() {
  44. renderer = new THREE.WebGLRenderer( {
  45. antialias: true
  46. } );
  47. renderer.setClearColor( 0x000000, 0.0 );
  48. renderer.setPixelRatio( window.devicePixelRatio );
  49. renderer.setSize( window.innerWidth, window.innerHeight );
  50. document.body.appendChild( renderer.domElement );
  51. scene = new THREE.Scene();
  52. camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
  53. camera.position.z = 480.0;
  54. scene.add( new THREE.AmbientLight( 0x444444 ) );
  55. var light1 = new THREE.DirectionalLight( 0x999999, 0.1 );
  56. light1.position.set( 1, 1, 1 );
  57. scene.add( light1 );
  58. var light2 = new THREE.DirectionalLight( 0x999999, 1.5 );
  59. light2.position.set( 0, -1, 0 );
  60. scene.add( light2 );
  61. controls = new THREE.TrackballControls( camera, renderer.domElement );
  62. controls.minDistance = 100.0;
  63. controls.maxDistance = 800.0;
  64. controls.dynamicDampingFactor = 0.1;
  65. stats = new Stats();
  66. document.body.appendChild( stats.dom );
  67. window.addEventListener( 'resize', onWindowResize, false );
  68. createScene();
  69. }
  70. function createGeometry() {
  71. var heart_shape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
  72. var x = 0,
  73. y = 0;
  74. heart_shape.moveTo( x + 25, y + 25 );
  75. heart_shape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
  76. heart_shape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
  77. heart_shape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
  78. heart_shape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
  79. heart_shape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
  80. heart_shape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
  81. var extrudeSettings = {
  82. amount: 16,
  83. bevelEnabled: true,
  84. bevelSegments: 1,
  85. steps: 2,
  86. bevelSize: 1,
  87. bevelThickness: 1
  88. };
  89. var geom = new THREE.ExtrudeGeometry( heart_shape, extrudeSettings );
  90. geom.rotateX( - Math.PI / 2 );
  91. geom.scale( 0.4, 0.4, 0.4 );
  92. return geom;
  93. }
  94. function createScene() {
  95. var buffer_geometry = new THREE.BufferGeometry();
  96. var radius = 100.0;
  97. var positions = 0;
  98. var normals = 0;
  99. var colors = 0;
  100. var shape_density = 14;
  101. for ( var num_lat = 0; num_lat < shape_density / 2; ++ num_lat ) {
  102. var lat_lhs = ( num_lat + 0 ) * 180 / ( shape_density / 2 );
  103. var lat_rhs = ( num_lat + 1 ) * 180 / ( shape_density / 2 );
  104. var lat = ( lat_lhs + lat_rhs ) / 2.0;
  105. for ( var num_lng = 0; num_lng < shape_density; ++ num_lng ) {
  106. var lng_lhs = ( num_lng + 0 ) * 360 / shape_density;
  107. var lng_rhs = ( num_lng + 1 ) * 360 / shape_density;
  108. var lng = ( lng_lhs + lng_rhs ) / 2.0;
  109. var height = 30.0;
  110. var phi = lat * Math.PI / 180.0;
  111. var theta = lng * Math.PI / 180.0;
  112. var x = radius * Math.sin( phi ) * Math.cos( theta );
  113. var y = radius * Math.cos( phi );
  114. var z = radius * Math.sin( phi ) * Math.sin( theta );
  115. var geometry = createGeometry();
  116. geometry.translate( 0, height / 2, 0 );
  117. geometry.rotateX( - Math.PI / 2 );
  118. geometry.lookAt( new THREE.Vector3( - x, - y, - z ) );
  119. geometry.translate( x, y, z );
  120. var color = new THREE.Color( 0xffffff );
  121. color.setHSL( lat / 180.0, 1.0, 0.7 );
  122. if ( positions === 0 ) {
  123. var num_stacks = shape_density * shape_density / 2;
  124. var str = 'BufferGeometry constructed from Geometry Example - ' + parseInt( num_stacks * geometry.faces.length, 10 ) + ' triangles (<a target="_blank" href="http://callum.com">author</a>)';
  125. document.getElementById( 'title' ).innerHTML = str.replace( /\B(?=(\d{3})+(?!\d))/g, "," );
  126. positions = new Float32Array( num_stacks * geometry.faces.length * 3 * 3 );
  127. normals = new Float32Array( num_stacks * geometry.faces.length * 3 * 3 );
  128. colors = new Float32Array( num_stacks * geometry.faces.length * 3 * 3 );
  129. }
  130. geometry.faces.forEach( function ( face, index ) {
  131. var cur_element = ( ( num_lng + num_lat * shape_density ) * geometry.faces.length + index );
  132. positions[ cur_element * 9 + 0 ] = geometry.vertices[ face.a ].x;
  133. positions[ cur_element * 9 + 1 ] = geometry.vertices[ face.a ].y;
  134. positions[ cur_element * 9 + 2 ] = geometry.vertices[ face.a ].z;
  135. positions[ cur_element * 9 + 3 ] = geometry.vertices[ face.b ].x;
  136. positions[ cur_element * 9 + 4 ] = geometry.vertices[ face.b ].y;
  137. positions[ cur_element * 9 + 5 ] = geometry.vertices[ face.b ].z;
  138. positions[ cur_element * 9 + 6 ] = geometry.vertices[ face.c ].x;
  139. positions[ cur_element * 9 + 7 ] = geometry.vertices[ face.c ].y;
  140. positions[ cur_element * 9 + 8 ] = geometry.vertices[ face.c ].z;
  141. normals[ cur_element * 9 + 0 ] = face.normal.x;
  142. normals[ cur_element * 9 + 1 ] = face.normal.y;
  143. normals[ cur_element * 9 + 2 ] = face.normal.z;
  144. normals[ cur_element * 9 + 3 ] = face.normal.x;
  145. normals[ cur_element * 9 + 4 ] = face.normal.y;
  146. normals[ cur_element * 9 + 5 ] = face.normal.z;
  147. normals[ cur_element * 9 + 6 ] = face.normal.x;
  148. normals[ cur_element * 9 + 7 ] = face.normal.y;
  149. normals[ cur_element * 9 + 8 ] = face.normal.z;
  150. colors[ cur_element * 9 + 0 ] = color.r;
  151. colors[ cur_element * 9 + 1 ] = color.g;
  152. colors[ cur_element * 9 + 2 ] = color.b;
  153. colors[ cur_element * 9 + 3 ] = color.r;
  154. colors[ cur_element * 9 + 4 ] = color.g;
  155. colors[ cur_element * 9 + 5 ] = color.b;
  156. colors[ cur_element * 9 + 6 ] = color.r;
  157. colors[ cur_element * 9 + 7 ] = color.g;
  158. colors[ cur_element * 9 + 8 ] = color.b;
  159. } );
  160. }
  161. }
  162. buffer_geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  163. buffer_geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  164. buffer_geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  165. buffer_geometry.computeBoundingSphere();
  166. var buffer_material = new THREE.MeshPhongMaterial( {
  167. color: 0x999999,
  168. specular: 0x333333,
  169. shininess: 50,
  170. side: THREE.DoubleSide,
  171. vertexColors: THREE.VertexColors,
  172. shading: THREE.SmoothShading
  173. } );
  174. var buffer_mesh = new THREE.Mesh( buffer_geometry, buffer_material );
  175. scene.add( buffer_mesh );
  176. }
  177. function onWindowResize() {
  178. camera.aspect = window.innerWidth / window.innerHeight;
  179. camera.updateProjectionMatrix();
  180. renderer.setSize( window.innerWidth, window.innerHeight );
  181. }
  182. function animate( time ) {
  183. requestAnimationFrame( animate );
  184. controls.update();
  185. stats.update();
  186. renderer.render( scene, camera );
  187. }
  188. </script>
  189. </body>
  190. </html>