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webgl_morphtargets.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - 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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - morph targets<br/>
by <a href="https://discoverthreejs.com/" target="_blank" rel="noopener">Discover three.js</a>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let container, camera, scene, renderer, mesh;
init();
function init() {
container = document.getElementById( 'container' );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x8FBCD4 );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
camera.position.z = 10;
scene.add( camera );
scene.add( new THREE.AmbientLight( 0x8FBCD4, 0.4 ) );
const pointLight = new THREE.PointLight( 0xffffff, 1 );
camera.add( pointLight );
const geometry = createGeometry();
const material = new THREE.MeshPhongMaterial( {
color: 0xff0000,
flatShading: 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 );
const controls = new OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;
window.addEventListener( 'resize', onWindowResize );
}
function createGeometry() {
const geometry = new THREE.BoxGeometry( 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
const positionAttribute = geometry.attributes.position;
// for the first morph target we'll move the cube's vertices onto the surface of a sphere
const spherePositions = [];
// for the second morph target, we'll twist the cubes vertices
const twistPositions = [];
const direction = new THREE.Vector3( 1, 0, 0 );
const vertex = new THREE.Vector3();
for ( let i = 0; i < positionAttribute.count; i ++ ) {
const x = positionAttribute.getX( i );
const y = positionAttribute.getY( i );
const z = positionAttribute.getZ( i );
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
const params = {
Spherify: 0,
Twist: 0,
};
const gui = new GUI( { title: 'Morph Targets' } );
gui.add( params, 'Spherify', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
mesh.morphTargetInfluences[ 0 ] = value;
} );
gui.add( params, 'Twist', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
mesh.morphTargetInfluences[ 1 ] = value;
} );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
</script>
</body>
</html>