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