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webgl_geometry_convex.html 3.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - convex geometry</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - convex geometry</div>
  11. <script type="module">
  12. import * as THREE from '../build/three.module.js';
  13. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  14. import { ConvexGeometry } from './jsm/geometries/ConvexGeometry.js';
  15. import { BufferGeometryUtils } from './jsm/utils/BufferGeometryUtils.js';
  16. let group, camera, scene, renderer;
  17. init();
  18. animate();
  19. function init() {
  20. scene = new THREE.Scene();
  21. renderer = new THREE.WebGLRenderer( { antialias: true } );
  22. renderer.setPixelRatio( window.devicePixelRatio );
  23. renderer.setSize( window.innerWidth, window.innerHeight );
  24. document.body.appendChild( renderer.domElement );
  25. // camera
  26. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  27. camera.position.set( 15, 20, 30 );
  28. scene.add( camera );
  29. // controls
  30. const controls = new OrbitControls( camera, renderer.domElement );
  31. controls.minDistance = 20;
  32. controls.maxDistance = 50;
  33. controls.maxPolarAngle = Math.PI / 2;
  34. // ambient light
  35. scene.add( new THREE.AmbientLight( 0x222222 ) );
  36. // point light
  37. const light = new THREE.PointLight( 0xffffff, 1 );
  38. camera.add( light );
  39. // helper
  40. scene.add( new THREE.AxesHelper( 20 ) );
  41. // textures
  42. const loader = new THREE.TextureLoader();
  43. const texture = loader.load( 'textures/sprites/disc.png' );
  44. group = new THREE.Group();
  45. scene.add( group );
  46. // points
  47. let dodecahedronGeometry = new THREE.DodecahedronGeometry( 10 );
  48. // if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
  49. dodecahedronGeometry.deleteAttribute( 'normal' );
  50. dodecahedronGeometry.deleteAttribute( 'uv' );
  51. dodecahedronGeometry = BufferGeometryUtils.mergeVertices( dodecahedronGeometry );
  52. const vertices = [];
  53. const positionAttribute = dodecahedronGeometry.getAttribute( 'position' );
  54. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  55. const vertex = new THREE.Vector3();
  56. vertex.fromBufferAttribute( positionAttribute, i );
  57. vertices.push( vertex );
  58. }
  59. const pointsMaterial = new THREE.PointsMaterial( {
  60. color: 0x0080ff,
  61. map: texture,
  62. size: 1,
  63. alphaTest: 0.5
  64. } );
  65. const pointsGeometry = new THREE.BufferGeometry().setFromPoints( vertices );
  66. const points = new THREE.Points( pointsGeometry, pointsMaterial );
  67. group.add( points );
  68. // convex hull
  69. const meshMaterial = new THREE.MeshLambertMaterial( {
  70. color: 0xffffff,
  71. opacity: 0.5,
  72. transparent: true
  73. } );
  74. const meshGeometry = new ConvexGeometry( vertices );
  75. const mesh1 = new THREE.Mesh( meshGeometry, meshMaterial );
  76. mesh1.material.side = THREE.BackSide; // back faces
  77. mesh1.renderOrder = 0;
  78. group.add( mesh1 );
  79. const mesh2 = new THREE.Mesh( meshGeometry, meshMaterial.clone() );
  80. mesh2.material.side = THREE.FrontSide; // front faces
  81. mesh2.renderOrder = 1;
  82. group.add( mesh2 );
  83. //
  84. window.addEventListener( 'resize', onWindowResize );
  85. }
  86. function onWindowResize() {
  87. camera.aspect = window.innerWidth / window.innerHeight;
  88. camera.updateProjectionMatrix();
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. }
  91. function animate() {
  92. requestAnimationFrame( animate );
  93. group.rotation.y += 0.005;
  94. render();
  95. }
  96. function render() {
  97. renderer.render( scene, camera );
  98. }
  99. </script>
  100. </body>
  101. </html>