webgl_interactive_buffergeometry.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive - buffergeometry</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. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - buffergeometry</div>
  12. <script src="../build/three.js"></script>
  13. <script src="js/WebGL.js"></script>
  14. <script src="js/libs/stats.min.js"></script>
  15. <script>
  16. if ( WEBGL.isWebGLAvailable() === false ) {
  17. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  18. }
  19. var container, stats;
  20. var camera, scene, renderer;
  21. var raycaster, mouse;
  22. var mesh, line;
  23. init();
  24. animate();
  25. function init() {
  26. container = document.getElementById( 'container' );
  27. //
  28. camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
  29. camera.position.z = 2750;
  30. scene = new THREE.Scene();
  31. scene.background = new THREE.Color( 0x050505 );
  32. scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
  33. //
  34. scene.add( new THREE.AmbientLight( 0x444444 ) );
  35. var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
  36. light1.position.set( 1, 1, 1 );
  37. scene.add( light1 );
  38. var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
  39. light2.position.set( 0, - 1, 0 );
  40. scene.add( light2 );
  41. //
  42. var triangles = 5000;
  43. var geometry = new THREE.BufferGeometry();
  44. var positions = new Float32Array( triangles * 3 * 3 );
  45. var normals = new Float32Array( triangles * 3 * 3 );
  46. var colors = new Float32Array( triangles * 3 * 3 );
  47. var color = new THREE.Color();
  48. var n = 800, n2 = n / 2; // triangles spread in the cube
  49. var d = 120, d2 = d / 2; // individual triangle size
  50. var pA = new THREE.Vector3();
  51. var pB = new THREE.Vector3();
  52. var pC = new THREE.Vector3();
  53. var cb = new THREE.Vector3();
  54. var ab = new THREE.Vector3();
  55. for ( var i = 0; i < positions.length; i += 9 ) {
  56. // positions
  57. var x = Math.random() * n - n2;
  58. var y = Math.random() * n - n2;
  59. var z = Math.random() * n - n2;
  60. var ax = x + Math.random() * d - d2;
  61. var ay = y + Math.random() * d - d2;
  62. var az = z + Math.random() * d - d2;
  63. var bx = x + Math.random() * d - d2;
  64. var by = y + Math.random() * d - d2;
  65. var bz = z + Math.random() * d - d2;
  66. var cx = x + Math.random() * d - d2;
  67. var cy = y + Math.random() * d - d2;
  68. var cz = z + Math.random() * d - d2;
  69. positions[ i ] = ax;
  70. positions[ i + 1 ] = ay;
  71. positions[ i + 2 ] = az;
  72. positions[ i + 3 ] = bx;
  73. positions[ i + 4 ] = by;
  74. positions[ i + 5 ] = bz;
  75. positions[ i + 6 ] = cx;
  76. positions[ i + 7 ] = cy;
  77. positions[ i + 8 ] = cz;
  78. // flat face normals
  79. pA.set( ax, ay, az );
  80. pB.set( bx, by, bz );
  81. pC.set( cx, cy, cz );
  82. cb.subVectors( pC, pB );
  83. ab.subVectors( pA, pB );
  84. cb.cross( ab );
  85. cb.normalize();
  86. var nx = cb.x;
  87. var ny = cb.y;
  88. var nz = cb.z;
  89. normals[ i ] = nx;
  90. normals[ i + 1 ] = ny;
  91. normals[ i + 2 ] = nz;
  92. normals[ i + 3 ] = nx;
  93. normals[ i + 4 ] = ny;
  94. normals[ i + 5 ] = nz;
  95. normals[ i + 6 ] = nx;
  96. normals[ i + 7 ] = ny;
  97. normals[ i + 8 ] = nz;
  98. // colors
  99. var vx = ( x / n ) + 0.5;
  100. var vy = ( y / n ) + 0.5;
  101. var vz = ( z / n ) + 0.5;
  102. color.setRGB( vx, vy, vz );
  103. colors[ i ] = color.r;
  104. colors[ i + 1 ] = color.g;
  105. colors[ i + 2 ] = color.b;
  106. colors[ i + 3 ] = color.r;
  107. colors[ i + 4 ] = color.g;
  108. colors[ i + 5 ] = color.b;
  109. colors[ i + 6 ] = color.r;
  110. colors[ i + 7 ] = color.g;
  111. colors[ i + 8 ] = color.b;
  112. }
  113. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  114. geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  115. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  116. geometry.computeBoundingSphere();
  117. var material = new THREE.MeshPhongMaterial( {
  118. color: 0xaaaaaa, specular: 0xffffff, shininess: 250,
  119. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  120. } );
  121. mesh = new THREE.Mesh( geometry, material );
  122. scene.add( mesh );
  123. //
  124. raycaster = new THREE.Raycaster();
  125. mouse = new THREE.Vector2();
  126. var geometry = new THREE.BufferGeometry();
  127. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 4 * 3 ), 3 ) );
  128. var material = new THREE.LineBasicMaterial( { color: 0xffffff, transparent: true } );
  129. line = new THREE.Line( geometry, material );
  130. scene.add( line );
  131. //
  132. renderer = new THREE.WebGLRenderer();
  133. renderer.setPixelRatio( window.devicePixelRatio );
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. container.appendChild( renderer.domElement );
  136. //
  137. stats = new Stats();
  138. container.appendChild( stats.dom );
  139. //
  140. window.addEventListener( 'resize', onWindowResize, false );
  141. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  142. }
  143. function onWindowResize() {
  144. camera.aspect = window.innerWidth / window.innerHeight;
  145. camera.updateProjectionMatrix();
  146. renderer.setSize( window.innerWidth, window.innerHeight );
  147. }
  148. function onDocumentMouseMove( event ) {
  149. event.preventDefault();
  150. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  151. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  152. }
  153. //
  154. function animate() {
  155. requestAnimationFrame( animate );
  156. render();
  157. stats.update();
  158. }
  159. function render() {
  160. var time = Date.now() * 0.001;
  161. mesh.rotation.x = time * 0.15;
  162. mesh.rotation.y = time * 0.25;
  163. raycaster.setFromCamera( mouse, camera );
  164. var intersects = raycaster.intersectObject( mesh );
  165. if ( intersects.length > 0 ) {
  166. var intersect = intersects[ 0 ];
  167. var face = intersect.face;
  168. var linePosition = line.geometry.attributes.position;
  169. var meshPosition = mesh.geometry.attributes.position;
  170. linePosition.copyAt( 0, meshPosition, face.a );
  171. linePosition.copyAt( 1, meshPosition, face.b );
  172. linePosition.copyAt( 2, meshPosition, face.c );
  173. linePosition.copyAt( 3, meshPosition, face.a );
  174. mesh.updateMatrix();
  175. line.geometry.applyMatrix( mesh.matrix );
  176. line.visible = true;
  177. } else {
  178. line.visible = false;
  179. }
  180. renderer.render( scene, camera );
  181. }
  182. </script>
  183. </body>
  184. </html>