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webgl_buffergeometry_constructed_from_geometry.html 5.4 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. <script src="../build/three.js"></script>
  14. <script src="js/controls/TrackballControls.js"></script>
  15. <script src="js/libs/stats.min.js"></script>
  16. <script src="js/WebGL.js"></script>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry constructed from geometry<br/>
  21. by <a target="_blank" href="http://callum.com">Callum Prentice</a>
  22. </div>
  23. <script>
  24. if ( WEBGL.isWebGLAvailable() === false ) {
  25. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  26. }
  27. var camera, scene, renderer, controls, stats;
  28. init();
  29. animate();
  30. function init() {
  31. renderer = new THREE.WebGLRenderer( { antialias: true } );
  32. renderer.setPixelRatio( window.devicePixelRatio );
  33. renderer.setSize( window.innerWidth, window.innerHeight );
  34. document.body.appendChild( renderer.domElement );
  35. scene = new THREE.Scene();
  36. camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
  37. camera.position.z = 480.0;
  38. scene.add( camera );
  39. controls = new THREE.TrackballControls( camera, renderer.domElement );
  40. controls.minDistance = 100.0;
  41. controls.maxDistance = 800.0;
  42. controls.dynamicDampingFactor = 0.1;
  43. scene.add( new THREE.AmbientLight( 0xffffff, 0.2 ) );
  44. var light = new THREE.PointLight( 0xffffff, 0.7 );
  45. camera.add( light );
  46. createScene();
  47. stats = new Stats();
  48. document.body.appendChild( stats.dom );
  49. window.addEventListener( 'resize', onWindowResize, false );
  50. }
  51. function createGeometry() {
  52. var heartShape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
  53. var x = 0, y = 0;
  54. heartShape.moveTo( x + 25, y + 25 );
  55. heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
  56. heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
  57. heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
  58. heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
  59. heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
  60. heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
  61. var extrudeSettings = {
  62. depth: 16,
  63. bevelEnabled: true,
  64. bevelSegments: 1,
  65. steps: 2,
  66. bevelSize: 1,
  67. bevelThickness: 1
  68. };
  69. var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  70. geometry.rotateX( Math.PI );
  71. geometry.scale( 0.4, 0.4, 0.4 );
  72. return geometry;
  73. }
  74. function createScene() {
  75. var bufferGeometry = new THREE.BufferGeometry();
  76. var radius = 125;
  77. var count = 80;
  78. var positions = [];
  79. var normals = [];
  80. var colors = [];
  81. var vector = new THREE.Vector3();
  82. var color = new THREE.Color( 0xffffff );
  83. var heartGeometry = createGeometry();
  84. var geometry = new THREE.Geometry();
  85. for ( var i = 1, l = count; i <= l; i ++ ) {
  86. var phi = Math.acos( - 1 + ( 2 * i ) / l );
  87. var theta = Math.sqrt( l * Math.PI ) * phi;
  88. vector.setFromSphericalCoords( radius, phi, theta );
  89. geometry.copy( heartGeometry );
  90. geometry.lookAt( vector );
  91. geometry.translate( vector.x, vector.y, vector.z );
  92. color.setHSL( ( i / l ), 1.0, 0.7 );
  93. geometry.faces.forEach( function ( face ) {
  94. positions.push( geometry.vertices[ face.a ].x );
  95. positions.push( geometry.vertices[ face.a ].y );
  96. positions.push( geometry.vertices[ face.a ].z );
  97. positions.push( geometry.vertices[ face.b ].x );
  98. positions.push( geometry.vertices[ face.b ].y );
  99. positions.push( geometry.vertices[ face.b ].z );
  100. positions.push( geometry.vertices[ face.c ].x );
  101. positions.push( geometry.vertices[ face.c ].y );
  102. positions.push( geometry.vertices[ face.c ].z );
  103. normals.push( face.normal.x );
  104. normals.push( face.normal.y );
  105. normals.push( face.normal.z );
  106. normals.push( face.normal.x );
  107. normals.push( face.normal.y );
  108. normals.push( face.normal.z );
  109. normals.push( face.normal.x );
  110. normals.push( face.normal.y );
  111. normals.push( face.normal.z );
  112. colors.push( color.r );
  113. colors.push( color.g );
  114. colors.push( color.b );
  115. colors.push( color.r );
  116. colors.push( color.g );
  117. colors.push( color.b );
  118. colors.push( color.r );
  119. colors.push( color.g );
  120. colors.push( color.b );
  121. } );
  122. }
  123. bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  124. bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  125. bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  126. var material = new THREE.MeshPhongMaterial( { shininess: 80, vertexColors: THREE.VertexColors } );
  127. var mesh = new THREE.Mesh( bufferGeometry, material );
  128. scene.add( mesh );
  129. }
  130. function onWindowResize() {
  131. camera.aspect = window.innerWidth / window.innerHeight;
  132. camera.updateProjectionMatrix();
  133. renderer.setSize( window.innerWidth, window.innerHeight );
  134. }
  135. function animate() {
  136. requestAnimationFrame( animate );
  137. controls.update();
  138. stats.update();
  139. renderer.render( scene, camera );
  140. }
  141. </script>
  142. </body>
  143. </html>