You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/manual/examples/custom-buffergeometry-cube-...

198 lines
5.2 KiB
HTML

<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Custom BufferGeometry - Indexed</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 5;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
// NOT A GOOD EXAMPLE OF HOW TO MAKE A CUBE!
// Only trying to make it clear most vertices are unique
const vertices = [
// front
{ pos: [ - 1, - 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 0, 0 ], }, // 0
{ pos: [ 1, - 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 1, 0 ], }, // 1
{ pos: [ - 1, 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 0, 1 ], }, // 2
{ pos: [ 1, 1, 1 ], norm: [ 0, 0, 1 ], uv: [ 1, 1 ], }, // 3
// right
{ pos: [ 1, - 1, 1 ], norm: [ 1, 0, 0 ], uv: [ 0, 0 ], }, // 4
{ pos: [ 1, - 1, - 1 ], norm: [ 1, 0, 0 ], uv: [ 1, 0 ], }, // 5
{ pos: [ 1, 1, 1 ], norm: [ 1, 0, 0 ], uv: [ 0, 1 ], }, // 6
{ pos: [ 1, 1, - 1 ], norm: [ 1, 0, 0 ], uv: [ 1, 1 ], }, // 7
// back
{ pos: [ 1, - 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 0, 0 ], }, // 8
{ pos: [ - 1, - 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 1, 0 ], }, // 9
{ pos: [ 1, 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 0, 1 ], }, // 10
{ pos: [ - 1, 1, - 1 ], norm: [ 0, 0, - 1 ], uv: [ 1, 1 ], }, // 11
// left
{ pos: [ - 1, - 1, - 1 ], norm: [ - 1, 0, 0 ], uv: [ 0, 0 ], }, // 12
{ pos: [ - 1, - 1, 1 ], norm: [ - 1, 0, 0 ], uv: [ 1, 0 ], }, // 13
{ pos: [ - 1, 1, - 1 ], norm: [ - 1, 0, 0 ], uv: [ 0, 1 ], }, // 14
{ pos: [ - 1, 1, 1 ], norm: [ - 1, 0, 0 ], uv: [ 1, 1 ], }, // 15
// top
{ pos: [ 1, 1, - 1 ], norm: [ 0, 1, 0 ], uv: [ 0, 0 ], }, // 16
{ pos: [ - 1, 1, - 1 ], norm: [ 0, 1, 0 ], uv: [ 1, 0 ], }, // 17
{ pos: [ 1, 1, 1 ], norm: [ 0, 1, 0 ], uv: [ 0, 1 ], }, // 18
{ pos: [ - 1, 1, 1 ], norm: [ 0, 1, 0 ], uv: [ 1, 1 ], }, // 19
// bottom
{ pos: [ 1, - 1, 1 ], norm: [ 0, - 1, 0 ], uv: [ 0, 0 ], }, // 20
{ pos: [ - 1, - 1, 1 ], norm: [ 0, - 1, 0 ], uv: [ 1, 0 ], }, // 21
{ pos: [ 1, - 1, - 1 ], norm: [ 0, - 1, 0 ], uv: [ 0, 1 ], }, // 22
{ pos: [ - 1, - 1, - 1 ], norm: [ 0, - 1, 0 ], uv: [ 1, 1 ], }, // 23
];
const positions = [];
const normals = [];
const uvs = [];
for ( const vertex of vertices ) {
positions.push( ...vertex.pos );
normals.push( ...vertex.norm );
uvs.push( ...vertex.uv );
}
const geometry = new THREE.BufferGeometry();
const positionNumComponents = 3;
const normalNumComponents = 3;
const uvNumComponents = 2;
geometry.setAttribute(
'position',
new THREE.BufferAttribute( new Float32Array( positions ), positionNumComponents ) );
geometry.setAttribute(
'normal',
new THREE.BufferAttribute( new Float32Array( normals ), normalNumComponents ) );
geometry.setAttribute(
'uv',
new THREE.BufferAttribute( new Float32Array( uvs ), uvNumComponents ) );
geometry.setIndex( [
0, 1, 2, 2, 1, 3,
4, 5, 6, 6, 5, 7,
8, 9, 10, 10, 9, 11,
12, 13, 14, 14, 13, 15,
16, 17, 18, 18, 17, 19,
20, 21, 22, 22, 21, 23,
] );
const loader = new THREE.TextureLoader();
const texture = loader.load( 'resources/images/star.png' );
texture.colorSpace = THREE.SRGBColorSpace;
function makeInstance( geometry, color, x ) {
const material = new THREE.MeshPhongMaterial( { color, map: texture } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance( geometry, 0x88FF88, 0 ),
makeInstance( geometry, 0x8888FF, - 4 ),
makeInstance( geometry, 0xFF8888, 4 ),
];
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>