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webgl_buffergeometry_constructed_from_geometry.html
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webgl_buffergeometry_constructed_from_geometry.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - buffer geometry constructed from geometry</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
}
a {
color: #0080ff;
}
</style>
<script type="text/javascript" src="../build/three.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/libs/stats.min.js"></script>
<script type="text/javascript" src="js/controls/TrackballControls.js"></script>
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffer geometry constructed from geometry - (<a target="_blank" href="http://callum.com">author</a>)</div>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer, controls, stats;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( {
antialias: true
} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
camera.position.z = 480.0;
scene.add( new THREE.AmbientLight( 0x444444 ) );
var light1 = new THREE.DirectionalLight( 0x999999, 0.1 );
light1.position.set( 1, 1, 1 );
scene.add( light1 );
var light2 = new THREE.DirectionalLight( 0x999999, 1.5 );
light2.position.set( 0, -1, 0 );
scene.add( light2 );
controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.minDistance = 100.0;
controls.maxDistance = 800.0;
controls.dynamicDampingFactor = 0.1;
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
createScene();
}
function createGeometry() {
var heartShape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
var x = 0, y = 0;
heartShape.moveTo( x + 25, y + 25 );
heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
var extrudeSettings = {
amount: 16,
bevelEnabled: true,
bevelSegments: 1,
steps: 2,
bevelSize: 1,
bevelThickness: 1
};
var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
geometry.rotateX( Math.PI );
geometry.scale( 0.4, 0.4, 0.4 );
return geometry;
}
function createScene() {
var bufferGeometry = new THREE.BufferGeometry();
var radius = 125;
var count = 80;
var positions = [];
var normals = [];
var colors = [];
var spherical = new THREE.Spherical();
var vector = new THREE.Vector3();
for ( var i = 1, l = count; i <= l; i ++ ) {
var phi = Math.acos( -1 + ( 2 * i ) / l );
var theta = Math.sqrt( l * Math.PI ) * phi;
spherical.set( radius, phi, theta );
vector.setFromSpherical( spherical );
var geometry = createGeometry();
geometry.lookAt( vector );
geometry.translate( vector.x, vector.y, vector.z );
var color = new THREE.Color( 0xffffff );
color.setHSL( ( i / l ), 1.0, 0.7 );
geometry.faces.forEach( function ( face, index ) {
positions.push( geometry.vertices[ face.a ].x );
positions.push( geometry.vertices[ face.a ].y );
positions.push( geometry.vertices[ face.a ].z );
positions.push( geometry.vertices[ face.b ].x );
positions.push( geometry.vertices[ face.b ].y );
positions.push( geometry.vertices[ face.b ].z );
positions.push( geometry.vertices[ face.c ].x );
positions.push( geometry.vertices[ face.c ].y );
positions.push( geometry.vertices[ face.c ].z );
normals.push( face.normal.x );
normals.push( face.normal.y );
normals.push( face.normal.z );
normals.push( face.normal.x );
normals.push( face.normal.y );
normals.push( face.normal.z );
normals.push( face.normal.x );
normals.push( face.normal.y );
normals.push( face.normal.z );
colors.push( color.r );
colors.push( color.g );
colors.push( color.b );
colors.push( color.r );
colors.push( color.g );
colors.push( color.b );
colors.push( color.r );
colors.push( color.g );
colors.push( color.b );
} );
}
bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
var material = new THREE.MeshPhongMaterial( {
shininess: 80,
vertexColors: THREE.VertexColors
} );
var mesh = new THREE.Mesh( bufferGeometry, material );
scene.add( mesh );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate( time ) {
requestAnimationFrame( animate );
controls.update();
stats.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>