webgl_buffergeometry_constructed_from_geometry.html 5.7 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. <style>
  8. body {
  9. color: #ffffff;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. padding: 5px;
  19. font-family: Monospace;
  20. font-size: 13px;
  21. text-align: center;
  22. }
  23. a {
  24. color: #0080ff;
  25. }
  26. </style>
  27. <script type="text/javascript" src="../build/three.js"></script>
  28. <script type="text/javascript" src="js/Detector.js"></script>
  29. <script type="text/javascript" src="js/libs/stats.min.js"></script>
  30. <script type="text/javascript" src="js/controls/TrackballControls.js"></script>
  31. </head>
  32. <body>
  33. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffer geometry constructed from geometry - by <a target="_blank" href="http://callum.com">Callum Prentice</a></div>
  34. <script>
  35. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  36. var camera, scene, renderer, controls, stats;
  37. init();
  38. animate();
  39. function init() {
  40. renderer = new THREE.WebGLRenderer( { antialias: true } );
  41. renderer.setPixelRatio( window.devicePixelRatio );
  42. renderer.setSize( window.innerWidth, window.innerHeight );
  43. document.body.appendChild( renderer.domElement );
  44. scene = new THREE.Scene();
  45. camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
  46. camera.position.z = 480.0;
  47. scene.add( camera );
  48. controls = new THREE.TrackballControls( camera, renderer.domElement );
  49. controls.minDistance = 100.0;
  50. controls.maxDistance = 800.0;
  51. controls.dynamicDampingFactor = 0.1;
  52. scene.add( new THREE.AmbientLight( 0xffffff, 0.2 ) );
  53. var light = new THREE.PointLight( 0xffffff, 0.7 );
  54. camera.add( light );
  55. createScene();
  56. stats = new Stats();
  57. document.body.appendChild( stats.dom );
  58. window.addEventListener( 'resize', onWindowResize, false );
  59. }
  60. function createGeometry() {
  61. var heartShape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
  62. var x = 0, y = 0;
  63. heartShape.moveTo( x + 25, y + 25 );
  64. heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
  65. heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
  66. heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
  67. heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
  68. heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
  69. heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
  70. var extrudeSettings = {
  71. depth: 16,
  72. bevelEnabled: true,
  73. bevelSegments: 1,
  74. steps: 2,
  75. bevelSize: 1,
  76. bevelThickness: 1
  77. };
  78. var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  79. geometry.rotateX( Math.PI );
  80. geometry.scale( 0.4, 0.4, 0.4 );
  81. return geometry;
  82. }
  83. function createScene() {
  84. var bufferGeometry = new THREE.BufferGeometry();
  85. var radius = 125;
  86. var count = 80;
  87. var positions = [];
  88. var normals = [];
  89. var colors = [];
  90. var vector = new THREE.Vector3();
  91. var color = new THREE.Color( 0xffffff );
  92. var heartGeometry = createGeometry();
  93. var geometry = new THREE.Geometry();
  94. for ( var i = 1, l = count; i <= l; i ++ ) {
  95. var phi = Math.acos( - 1 + ( 2 * i ) / l );
  96. var theta = Math.sqrt( l * Math.PI ) * phi;
  97. vector.setFromSphericalCoords( radius, phi, theta );
  98. geometry.copy( heartGeometry );
  99. geometry.lookAt( vector );
  100. geometry.translate( vector.x, vector.y, vector.z );
  101. color.setHSL( ( i / l ), 1.0, 0.7 );
  102. geometry.faces.forEach( function ( face ) {
  103. positions.push( geometry.vertices[ face.a ].x );
  104. positions.push( geometry.vertices[ face.a ].y );
  105. positions.push( geometry.vertices[ face.a ].z );
  106. positions.push( geometry.vertices[ face.b ].x );
  107. positions.push( geometry.vertices[ face.b ].y );
  108. positions.push( geometry.vertices[ face.b ].z );
  109. positions.push( geometry.vertices[ face.c ].x );
  110. positions.push( geometry.vertices[ face.c ].y );
  111. positions.push( geometry.vertices[ face.c ].z );
  112. normals.push( face.normal.x );
  113. normals.push( face.normal.y );
  114. normals.push( face.normal.z );
  115. normals.push( face.normal.x );
  116. normals.push( face.normal.y );
  117. normals.push( face.normal.z );
  118. normals.push( face.normal.x );
  119. normals.push( face.normal.y );
  120. normals.push( face.normal.z );
  121. colors.push( color.r );
  122. colors.push( color.g );
  123. colors.push( color.b );
  124. colors.push( color.r );
  125. colors.push( color.g );
  126. colors.push( color.b );
  127. colors.push( color.r );
  128. colors.push( color.g );
  129. colors.push( color.b );
  130. } );
  131. }
  132. bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  133. bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  134. bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  135. var material = new THREE.MeshPhongMaterial( { shininess: 80, vertexColors: THREE.VertexColors } );
  136. var mesh = new THREE.Mesh( bufferGeometry, material );
  137. scene.add( mesh );
  138. }
  139. function onWindowResize() {
  140. camera.aspect = window.innerWidth / window.innerHeight;
  141. camera.updateProjectionMatrix();
  142. renderer.setSize( window.innerWidth, window.innerHeight );
  143. }
  144. function animate( time ) {
  145. requestAnimationFrame( animate );
  146. controls.update();
  147. stats.update();
  148. renderer.render( scene, camera );
  149. }
  150. </script>
  151. </body>
  152. </html>