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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - buffergeometry - morph targets</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- margin: 0px;
- overflow: hidden;
- text-align: center;
- }
- #info {
- color: #fff;
- position: absolute;
- top: 10px;
- width: 100%;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - buffergeometry - morph targets
- </div>
- <script src="../build/three.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/WebGL.js"></script>
- <script src="js/libs/dat.gui.min.js"></script>
- <script>
- var container, camera, scene, renderer, mesh;
- function init() {
- if ( WEBGL.isWebGLAvailable() === false ) {
- document.body.appendChild( WEBGL.getWebGLErrorMessage() );
- return false;
- }
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
- camera.position.z = 10;
- var controls = new THREE.OrbitControls( camera, container );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x8FBCD4 );
- var pointLight = new THREE.PointLight( 0xffffff, 1 );
- camera.add( pointLight );
- scene.add( camera );
- var geometry = createGeometry();
- var material = new THREE.MeshPhongMaterial( { flatShading: true, color: 0xff0000, morphTargets: true } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- initGUI();
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( function () {
- renderer.render( scene, camera );
- } );
- container.appendChild( renderer.domElement );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function createGeometry() {
- var geometry = new THREE.BufferGeometry();
- // 2 x 2 cube centered at (0, 0, 0) defined by 8 corner vertices
- var positions = [
- - 1, - 1, 1, // front bottom left
- 1, - 1, 1, // front bottom right
- - 1, 1, 1, // front top left
- 1, 1, 1, // front top right
- - 1, - 1, - 1, // back bottom left
- 1, - 1, - 1, // back bottom right
- - 1, 1, - 1, // back top left
- 1, 1, - 1, // back top right
- ];
- geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
- // each face consists of two triangles
- var indices = [
- 2, 0, 1, 1, 3, 2, // front
- 4, 6, 5, 6, 7, 5, // back
- 2, 3, 6, 3, 7, 6, // top
- 0, 4, 5, 5, 1, 0, // bottom
- 0, 6, 4, 6, 0, 2, // left
- 1, 5, 3, 3, 5, 7 // right
- ];
- geometry.setIndex( indices );
- // create an empty array to hold targets for the attribute we want to morph
- // morphing positions and normals is supported
- geometry.morphAttributes.position = [];
- // squash
- var morphTargetPositions0 = [
- - 1.25, - 1, 1.25,
- 1.25, - 1, 1.25,
- - 1.25, 0.5, 1.25,
- 1.25, 0.5, 1.25,
- - 1.25, - 1, - 1.25,
- 1.25, - 1, - 1.25,
- - 1.25, 0.5, - 1.25,
- 1.25, 0.5, - 1.25,
- ];
- geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( morphTargetPositions0, 3 );
- // lean
- var morphTargetPositions1 = [
- - 1, - 1, 1,
- 1, - 1, 1,
- - 1.5, 1, 1,
- 0.5, 1, 1,
- - 1, - 1, - 1,
- 1, - 1, - 1,
- - 1.5, 1, - 1,
- 0.5, 1, - 1,
- ];
- geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( morphTargetPositions1, 3 );
- return geometry;
- }
- function initGUI() {
- // Set up dat.GUI to control targets
- var params = {
- squash: 0,
- lean: 0,
- };
- var gui = new dat.GUI();
- var folder = gui.addFolder( 'Morph Targets' );
- folder.add( params, 'squash', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
- mesh.morphTargetInfluences[ 0 ] = value;
- } );
- folder.add( params, 'lean', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
- mesh.morphTargetInfluences[ 1 ] = value;
- } );
- folder.open();
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- init();
- </script>
- </body>
- </html>
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