webgl_buffergeometry_constructed_from_geometry.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffer geometry constructed from geometry</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. <style>
  9. a {
  10. color: #08f;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info">
  16. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry constructed from geometry<br/>
  17. by <a target="_blank" href="http://callum.com">Callum Prentice</a>
  18. </div>
  19. <script type="module">
  20. import {
  21. AmbientLight,
  22. BufferGeometry,
  23. Color,
  24. ExtrudeGeometry,
  25. Float32BufferAttribute,
  26. Geometry,
  27. Mesh,
  28. MeshPhongMaterial,
  29. PerspectiveCamera,
  30. PointLight,
  31. Scene,
  32. Shape,
  33. Vector3,
  34. VertexColors,
  35. WebGLRenderer
  36. } from "../build/three.module.js";
  37. import Stats from './jsm/libs/stats.module.js';
  38. import { TrackballControls } from './jsm/controls/TrackballControls.js';
  39. var camera, scene, renderer, controls, stats;
  40. init();
  41. animate();
  42. function init() {
  43. renderer = new WebGLRenderer( { antialias: true } );
  44. renderer.setPixelRatio( window.devicePixelRatio );
  45. renderer.setSize( window.innerWidth, window.innerHeight );
  46. document.body.appendChild( renderer.domElement );
  47. scene = new Scene();
  48. camera = new PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
  49. camera.position.z = 480.0;
  50. scene.add( camera );
  51. controls = new TrackballControls( camera, renderer.domElement );
  52. controls.minDistance = 100.0;
  53. controls.maxDistance = 800.0;
  54. controls.dynamicDampingFactor = 0.1;
  55. scene.add( new AmbientLight( 0xffffff, 0.2 ) );
  56. var light = new PointLight( 0xffffff, 0.7 );
  57. camera.add( light );
  58. createScene();
  59. stats = new Stats();
  60. document.body.appendChild( stats.dom );
  61. window.addEventListener( 'resize', onWindowResize, false );
  62. }
  63. function createGeometry() {
  64. var heartShape = new Shape(); // From http://blog.burlock.org/html5/130-paths
  65. var x = 0, y = 0;
  66. heartShape.moveTo( x + 25, y + 25 );
  67. heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
  68. heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
  69. heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
  70. heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
  71. heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
  72. heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
  73. var extrudeSettings = {
  74. depth: 16,
  75. bevelEnabled: true,
  76. bevelSegments: 1,
  77. steps: 2,
  78. bevelSize: 1,
  79. bevelThickness: 1
  80. };
  81. var geometry = new ExtrudeGeometry( heartShape, extrudeSettings );
  82. geometry.rotateX( Math.PI );
  83. geometry.scale( 0.4, 0.4, 0.4 );
  84. return geometry;
  85. }
  86. function createScene() {
  87. var bufferGeometry = new BufferGeometry();
  88. var radius = 125;
  89. var count = 80;
  90. var positions = [];
  91. var normals = [];
  92. var colors = [];
  93. var vector = new Vector3();
  94. var color = new Color( 0xffffff );
  95. var heartGeometry = createGeometry();
  96. var geometry = new Geometry();
  97. for ( var i = 1, l = count; i <= l; i ++ ) {
  98. var phi = Math.acos( - 1 + ( 2 * i ) / l );
  99. var theta = Math.sqrt( l * Math.PI ) * phi;
  100. vector.setFromSphericalCoords( radius, phi, theta );
  101. geometry.copy( heartGeometry );
  102. geometry.lookAt( vector );
  103. geometry.translate( vector.x, vector.y, vector.z );
  104. color.setHSL( ( i / l ), 1.0, 0.7 );
  105. geometry.faces.forEach( function ( face ) {
  106. positions.push( geometry.vertices[ face.a ].x );
  107. positions.push( geometry.vertices[ face.a ].y );
  108. positions.push( geometry.vertices[ face.a ].z );
  109. positions.push( geometry.vertices[ face.b ].x );
  110. positions.push( geometry.vertices[ face.b ].y );
  111. positions.push( geometry.vertices[ face.b ].z );
  112. positions.push( geometry.vertices[ face.c ].x );
  113. positions.push( geometry.vertices[ face.c ].y );
  114. positions.push( geometry.vertices[ face.c ].z );
  115. normals.push( face.normal.x );
  116. normals.push( face.normal.y );
  117. normals.push( face.normal.z );
  118. normals.push( face.normal.x );
  119. normals.push( face.normal.y );
  120. normals.push( face.normal.z );
  121. normals.push( face.normal.x );
  122. normals.push( face.normal.y );
  123. normals.push( face.normal.z );
  124. colors.push( color.r );
  125. colors.push( color.g );
  126. colors.push( color.b );
  127. colors.push( color.r );
  128. colors.push( color.g );
  129. colors.push( color.b );
  130. colors.push( color.r );
  131. colors.push( color.g );
  132. colors.push( color.b );
  133. } );
  134. }
  135. bufferGeometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  136. bufferGeometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  137. bufferGeometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  138. var material = new MeshPhongMaterial( { shininess: 80, vertexColors: VertexColors } );
  139. var mesh = new Mesh( bufferGeometry, material );
  140. scene.add( mesh );
  141. }
  142. function onWindowResize() {
  143. camera.aspect = window.innerWidth / window.innerHeight;
  144. camera.updateProjectionMatrix();
  145. renderer.setSize( window.innerWidth, window.innerHeight );
  146. }
  147. function animate() {
  148. requestAnimationFrame( animate );
  149. controls.update();
  150. stats.update();
  151. renderer.render( scene, camera );
  152. }
  153. </script>
  154. </body>
  155. </html>