webgl_buffergeometry_morphtargets.html 4.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffergeometry - morph targets</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. margin: 0px;
  10. overflow: hidden;
  11. text-align: center;
  12. }
  13. #info {
  14. color: #fff;
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. }
  19. </style>
  20. </head>
  21. <body>
  22. <div id="container"></div>
  23. <div id="info">
  24. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - buffergeometry - morph targets
  25. </div>
  26. <script src="../build/three.js"></script>
  27. <script src="js/controls/OrbitControls.js"></script>
  28. <script src="js/WebGL.js"></script>
  29. <script src="js/libs/dat.gui.min.js"></script>
  30. <script>
  31. var container, camera, scene, renderer, mesh;
  32. function init() {
  33. if ( WEBGL.isWebGLAvailable() === false ) {
  34. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  35. return false;
  36. }
  37. container = document.getElementById( 'container' );
  38. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
  39. camera.position.z = 10;
  40. var controls = new THREE.OrbitControls( camera, container );
  41. scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 0x8FBCD4 );
  43. var pointLight = new THREE.PointLight( 0xffffff, 1 );
  44. camera.add( pointLight );
  45. scene.add( camera );
  46. var geometry = createGeometry();
  47. var material = new THREE.MeshPhongMaterial( { flatShading: true, color: 0xff0000, morphTargets: true } );
  48. mesh = new THREE.Mesh( geometry, material );
  49. scene.add( mesh );
  50. initGUI();
  51. renderer = new THREE.WebGLRenderer( { antialias: true } );
  52. renderer.setPixelRatio( window.devicePixelRatio );
  53. renderer.setSize( window.innerWidth, window.innerHeight );
  54. renderer.setAnimationLoop( function () {
  55. renderer.render( scene, camera );
  56. } );
  57. container.appendChild( renderer.domElement );
  58. window.addEventListener( 'resize', onWindowResize, false );
  59. }
  60. function createGeometry() {
  61. var geometry = new THREE.BufferGeometry();
  62. // 2 x 2 cube centered at (0, 0, 0) defined by 8 corner vertices
  63. var positions = [
  64. - 1, - 1, 1, // front bottom left
  65. 1, - 1, 1, // front bottom right
  66. - 1, 1, 1, // front top left
  67. 1, 1, 1, // front top right
  68. - 1, - 1, - 1, // back bottom left
  69. 1, - 1, - 1, // back bottom right
  70. - 1, 1, - 1, // back top left
  71. 1, 1, - 1, // back top right
  72. ];
  73. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  74. // each face consists of two triangles
  75. var indices = [
  76. 2, 0, 1, 1, 3, 2, // front
  77. 4, 6, 5, 6, 7, 5, // back
  78. 2, 3, 6, 3, 7, 6, // top
  79. 0, 4, 5, 5, 1, 0, // bottom
  80. 0, 6, 4, 6, 0, 2, // left
  81. 1, 5, 3, 3, 5, 7 // right
  82. ];
  83. geometry.setIndex( indices );
  84. // create an empty array to hold targets for the attribute we want to morph
  85. // morphing positions and normals is supported
  86. geometry.morphAttributes.position = [];
  87. // squash
  88. var morphTargetPositions0 = [
  89. - 1.25, - 1, 1.25,
  90. 1.25, - 1, 1.25,
  91. - 1.25, 0.5, 1.25,
  92. 1.25, 0.5, 1.25,
  93. - 1.25, - 1, - 1.25,
  94. 1.25, - 1, - 1.25,
  95. - 1.25, 0.5, - 1.25,
  96. 1.25, 0.5, - 1.25,
  97. ];
  98. geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( morphTargetPositions0, 3 );
  99. // lean
  100. var morphTargetPositions1 = [
  101. - 1, - 1, 1,
  102. 1, - 1, 1,
  103. - 1.5, 1, 1,
  104. 0.5, 1, 1,
  105. - 1, - 1, - 1,
  106. 1, - 1, - 1,
  107. - 1.5, 1, - 1,
  108. 0.5, 1, - 1,
  109. ];
  110. geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( morphTargetPositions1, 3 );
  111. return geometry;
  112. }
  113. function initGUI() {
  114. // Set up dat.GUI to control targets
  115. var params = {
  116. squash: 0,
  117. lean: 0,
  118. };
  119. var gui = new dat.GUI();
  120. var folder = gui.addFolder( 'Morph Targets' );
  121. folder.add( params, 'squash', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
  122. mesh.morphTargetInfluences[ 0 ] = value;
  123. } );
  124. folder.add( params, 'lean', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
  125. mesh.morphTargetInfluences[ 1 ] = value;
  126. } );
  127. folder.open();
  128. }
  129. function onWindowResize() {
  130. camera.aspect = window.innerWidth / window.innerHeight;
  131. camera.updateProjectionMatrix();
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. }
  134. init();
  135. </script>
  136. </body>
  137. </html>