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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - buffergeometry - morph targets</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- a {
- color: #f00;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - buffergeometry - morph targets<br/>
- by <a href="https://discoverthreejs.com/" target="_blank" rel="noopener">Discover three.js</a>
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- var container, camera, scene, renderer, mesh;
- function init() {
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x8FBCD4 );
- scene.add( new THREE.AmbientLight( 0x8FBCD4, 0.4 ) );
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
- camera.position.z = 8;
- scene.add( camera );
- var controls = new OrbitControls( camera, container );
- var pointLight = new THREE.PointLight( 0xffffff, 1 );
- camera.add( pointLight );
- var geometry = createGeometry();
- var material = new THREE.MeshPhongMaterial( {
- color: 0xff0000,
- flatShading: true,
- morphTargets: true
- } );
- mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- initGUI();
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( function () {
- renderer.render( scene, camera );
- } );
- container.appendChild( renderer.domElement );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function createGeometry() {
- var geometry = new THREE.BoxBufferGeometry( 2, 2, 2, 32, 32, 32 );
- // create an empty array to hold targets for the attribute we want to morph
- // morphing positions and normals is supported
- geometry.morphAttributes.position = [];
- // the original positions of the cube's vertices
- var positions = geometry.attributes.position.array;
- // for the first morph target we'll move the cube's vertices onto the surface of a sphere
- var spherePositions = [];
- // for the second morph target, we'll twist the cubes vertices
- var twistPositions = [];
- var direction = new THREE.Vector3( 1, 0, 0 ).normalize();
- var vertex = new THREE.Vector3();
- for ( var i = 0; i < positions.length; i += 3 ) {
- var x = positions[ i ];
- var y = positions[ i + 1 ];
- var z = positions[ i + 2 ];
- spherePositions.push(
- x * Math.sqrt( 1 - ( y * y / 2 ) - ( z * z / 2 ) + ( y * y * z * z / 3 ) ),
- y * Math.sqrt( 1 - ( z * z / 2 ) - ( x * x / 2 ) + ( z * z * x * x / 3 ) ),
- z * Math.sqrt( 1 - ( x * x / 2 ) - ( y * y / 2 ) + ( x * x * y * y / 3 ) )
- );
- // stretch along the x-axis so we can see the twist better
- vertex.set( x * 2, y, z );
- vertex.applyAxisAngle( direction, Math.PI * x / 2 ).toArray( twistPositions, twistPositions.length );
- }
- // add the spherical positions as the first morph target
- geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( spherePositions, 3 );
- // add the twisted positions as the second morph target
- geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( twistPositions, 3 );
- return geometry;
- }
- function initGUI() {
- // Set up dat.GUI to control targets
- var params = {
- Spherify: 0,
- Twist: 0,
- };
- var gui = new GUI();
- var folder = gui.addFolder( 'Morph Targets' );
- folder.add( params, 'Spherify', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
- mesh.morphTargetInfluences[ 0 ] = value;
- } );
- folder.add( params, 'Twist', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
- mesh.morphTargetInfluences[ 1 ] = value;
- } );
- folder.open();
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- init();
- </script>
- </body>
- </html>
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