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- <!-- 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>
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