webgl_lines_colors.html 7.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lines - colors</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. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. a {
  14. color:#0078ff;
  15. }
  16. #info {
  17. position: absolute;
  18. top: 10px; width: 100%;
  19. color: #ffffff;
  20. padding: 5px;
  21. font-family: Monospace;
  22. font-size: 13px;
  23. text-align: center;
  24. z-index:100;
  25. }
  26. a {
  27. color: orange;
  28. text-decoration: none;
  29. }
  30. a:hover {
  31. color: #0080ff;
  32. }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - color lines
  38. [<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="http://www.openprocessing.org/visuals/?visualID=15599">Thomas Diewald</a>]
  39. </div>
  40. <script src="../build/three.js"></script>
  41. <script src="js/geometries/hilbert3D.js"></script>
  42. <script src="js/Detector.js"></script>
  43. <script>
  44. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  45. var mouseX = 0, mouseY = 0;
  46. var windowHalfX = window.innerWidth / 2;
  47. var windowHalfY = window.innerHeight / 2;
  48. var camera, scene, renderer;
  49. init();
  50. animate();
  51. function init() {
  52. camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 );
  53. camera.position.z = 1000;
  54. scene = new THREE.Scene();
  55. renderer = new THREE.WebGLRenderer( { antialias: true } );
  56. renderer.setPixelRatio( window.devicePixelRatio );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. document.body.appendChild( renderer.domElement );
  59. //
  60. var hilbertPoints = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
  61. var geometry1 = new THREE.BufferGeometry();
  62. var geometry2 = new THREE.BufferGeometry();
  63. var geometry3 = new THREE.BufferGeometry();
  64. var subdivisions = 6;
  65. var vertices = [];
  66. var colors1 = [];
  67. var colors2 = [];
  68. var colors3 = [];
  69. var point = new THREE.Vector3();
  70. var color = new THREE.Color();
  71. var spline = new THREE.CatmullRomCurve3( hilbertPoints );
  72. for ( var i = 0; i < hilbertPoints.length * subdivisions; i++ ) {
  73. var t = i / ( hilbertPoints.length * subdivisions );
  74. spline.getPoint( t, point );
  75. vertices.push( point.x, point.y, point.z );
  76. color.setHSL( 0.6, 1.0, Math.max( 0, - point.x / 200 ) + 0.5 );
  77. colors1.push( color.r, color.g, color.b );
  78. color.setHSL( 0.9, 1.0, Math.max( 0, - point.y / 200 ) + 0.5 );
  79. colors2.push( color.r, color.g, color.b );
  80. color.setHSL( i / ( hilbertPoints.length * subdivisions ), 1.0, 0.5 );
  81. colors3.push( color.r, color.g, color.b );
  82. }
  83. geometry1.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  84. geometry2.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  85. geometry3.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  86. geometry1.addAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
  87. geometry2.addAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
  88. geometry3.addAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );
  89. //
  90. var geometry4 = new THREE.BufferGeometry();
  91. var geometry5 = new THREE.BufferGeometry();
  92. var geometry6 = new THREE.BufferGeometry();
  93. vertices = [];
  94. colors1 = [];
  95. colors2 = [];
  96. colors3 = [];
  97. for ( var i = 0; i < hilbertPoints.length; i++ ) {
  98. var point = hilbertPoints[ i ];
  99. vertices.push( point.x, point.y, point.z );
  100. color.setHSL( 0.6, 1.0, Math.max( 0, ( 200 - hilbertPoints[ i ].x ) / 400 ) * 0.5 + 0.5 );
  101. colors1.push( color.r, color.g, color.b );
  102. color.setHSL( 0.3, 1.0, Math.max( 0, ( 200 + hilbertPoints[ i ].x ) / 400 ) * 0.5 );
  103. colors2.push( color.r, color.g, color.b );
  104. color.setHSL( i / hilbertPoints.length, 1.0, 0.5 );
  105. colors3.push( color.r, color.g, color.b );
  106. }
  107. geometry4.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  108. geometry5.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  109. geometry6.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  110. geometry4.addAttribute( 'color', new THREE.Float32BufferAttribute( colors1, 3 ) );
  111. geometry5.addAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
  112. geometry6.addAttribute( 'color', new THREE.Float32BufferAttribute( colors3, 3 ) );
  113. // Create lines and add to scene
  114. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.VertexColors } );
  115. var line, p, scale = 0.3, d = 225;
  116. var parameters = [
  117. [ material, scale * 1.5, [ - d, - d / 2, 0 ], geometry1 ],
  118. [ material, scale * 1.5, [ 0, - d / 2, 0 ], geometry2 ],
  119. [ material, scale * 1.5, [ d, - d / 2, 0 ], geometry3 ],
  120. [ material, scale * 1.5, [ - d, d / 2, 0 ], geometry4 ],
  121. [ material, scale * 1.5, [ 0, d / 2, 0 ], geometry5 ],
  122. [ material, scale * 1.5, [ d, d / 2, 0 ], geometry6 ],
  123. ];
  124. for ( var i = 0; i < parameters.length; i++ ) {
  125. p = parameters[ i ];
  126. line = new THREE.Line( p[ 3 ], p[ 0 ] );
  127. line.scale.x = line.scale.y = line.scale.z = p[ 1 ];
  128. line.position.x = p[ 2 ][ 0 ];
  129. line.position.y = p[ 2 ][ 1 ];
  130. line.position.z = p[ 2 ][ 2 ];
  131. scene.add( line );
  132. }
  133. //
  134. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  135. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  136. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  137. //
  138. window.addEventListener( 'resize', onWindowResize, false );
  139. }
  140. function onWindowResize() {
  141. windowHalfX = window.innerWidth / 2;
  142. windowHalfY = window.innerHeight / 2;
  143. camera.aspect = window.innerWidth / window.innerHeight;
  144. camera.updateProjectionMatrix();
  145. renderer.setSize( window.innerWidth, window.innerHeight );
  146. }
  147. //
  148. function onDocumentMouseMove( event ) {
  149. mouseX = event.clientX - windowHalfX;
  150. mouseY = event.clientY - windowHalfY;
  151. }
  152. function onDocumentTouchStart( event ) {
  153. if ( event.touches.length > 1 ) {
  154. event.preventDefault();
  155. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  156. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  157. }
  158. }
  159. function onDocumentTouchMove( event ) {
  160. if ( event.touches.length == 1 ) {
  161. event.preventDefault();
  162. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  163. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  164. }
  165. }
  166. //
  167. function animate() {
  168. requestAnimationFrame( animate );
  169. render();
  170. }
  171. function render() {
  172. camera.position.x += ( mouseX - camera.position.x ) * 0.05;
  173. camera.position.y += ( - mouseY + 200 - camera.position.y ) * 0.05;
  174. camera.lookAt( scene.position );
  175. var time = Date.now() * 0.0005;
  176. for ( var i = 0; i < scene.children.length; i ++ ) {
  177. var object = scene.children[ i ];
  178. if ( object.isLine ) {
  179. object.rotation.y = time * ( i % 2 ? 1 : -1 );
  180. }
  181. }
  182. renderer.render( scene, camera );
  183. }
  184. </script>
  185. </body>
  186. </html>