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webgl_buffergeometry_morphtargets.html
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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">
<style>
body {
font-family: Monospace;
font-size: 13px;
margin: 0px;
overflow: hidden;
text-align: center;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - buffergeometry - morph targets
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
var container, camera, scene, renderer, mesh;
function init() {
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
return false;
}
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 THREE.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 dat.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>