webgl_morphtargets.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - morph targets<br/>
  13. by <a href="https://discoverthreejs.com/" target="_blank" rel="noopener">Discover three.js</a>
  14. </div>
  15. <!-- Import maps polyfill -->
  16. <!-- Remove this when import maps will be widely supported -->
  17. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  18. <script type="importmap">
  19. {
  20. "imports": {
  21. "three": "../build/three.module.js"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  28. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  29. let container, camera, scene, renderer, mesh;
  30. init();
  31. function init() {
  32. container = document.getElementById( 'container' );
  33. scene = new THREE.Scene();
  34. scene.background = new THREE.Color( 0x8FBCD4 );
  35. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
  36. camera.position.z = 10;
  37. scene.add( camera );
  38. scene.add( new THREE.AmbientLight( 0x8FBCD4, 0.4 ) );
  39. const pointLight = new THREE.PointLight( 0xffffff, 1 );
  40. camera.add( pointLight );
  41. const geometry = createGeometry();
  42. const material = new THREE.MeshPhongMaterial( {
  43. color: 0xff0000,
  44. flatShading: true
  45. } );
  46. mesh = new THREE.Mesh( geometry, material );
  47. scene.add( mesh );
  48. initGUI();
  49. renderer = new THREE.WebGLRenderer( { antialias: true } );
  50. renderer.setPixelRatio( window.devicePixelRatio );
  51. renderer.setSize( window.innerWidth, window.innerHeight );
  52. renderer.setAnimationLoop( function () {
  53. renderer.render( scene, camera );
  54. } );
  55. container.appendChild( renderer.domElement );
  56. const controls = new OrbitControls( camera, renderer.domElement );
  57. controls.enableZoom = false;
  58. window.addEventListener( 'resize', onWindowResize );
  59. }
  60. function createGeometry() {
  61. const geometry = new THREE.BoxGeometry( 2, 2, 2, 32, 32, 32 );
  62. // create an empty array to hold targets for the attribute we want to morph
  63. // morphing positions and normals is supported
  64. geometry.morphAttributes.position = [];
  65. // the original positions of the cube's vertices
  66. const positionAttribute = geometry.attributes.position;
  67. // for the first morph target we'll move the cube's vertices onto the surface of a sphere
  68. const spherePositions = [];
  69. // for the second morph target, we'll twist the cubes vertices
  70. const twistPositions = [];
  71. const direction = new THREE.Vector3( 1, 0, 0 );
  72. const vertex = new THREE.Vector3();
  73. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  74. const x = positionAttribute.getX( i );
  75. const y = positionAttribute.getY( i );
  76. const z = positionAttribute.getZ( i );
  77. spherePositions.push(
  78. x * Math.sqrt( 1 - ( y * y / 2 ) - ( z * z / 2 ) + ( y * y * z * z / 3 ) ),
  79. y * Math.sqrt( 1 - ( z * z / 2 ) - ( x * x / 2 ) + ( z * z * x * x / 3 ) ),
  80. z * Math.sqrt( 1 - ( x * x / 2 ) - ( y * y / 2 ) + ( x * x * y * y / 3 ) )
  81. );
  82. // stretch along the x-axis so we can see the twist better
  83. vertex.set( x * 2, y, z );
  84. vertex.applyAxisAngle( direction, Math.PI * x / 2 ).toArray( twistPositions, twistPositions.length );
  85. }
  86. // add the spherical positions as the first morph target
  87. geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( spherePositions, 3 );
  88. // add the twisted positions as the second morph target
  89. geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( twistPositions, 3 );
  90. return geometry;
  91. }
  92. function initGUI() {
  93. // Set up dat.GUI to control targets
  94. const params = {
  95. Spherify: 0,
  96. Twist: 0,
  97. };
  98. const gui = new GUI( { title: 'Morph Targets' } );
  99. gui.add( params, 'Spherify', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
  100. mesh.morphTargetInfluences[ 0 ] = value;
  101. } );
  102. gui.add( params, 'Twist', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
  103. mesh.morphTargetInfluences[ 1 ] = value;
  104. } );
  105. }
  106. function onWindowResize() {
  107. camera.aspect = window.innerWidth / window.innerHeight;
  108. camera.updateProjectionMatrix();
  109. renderer.setSize( window.innerWidth, window.innerHeight );
  110. }
  111. </script>
  112. </body>
  113. </html>