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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - modifier - Edge Split modifier</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>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
import { EdgeSplitModifier } from 'three/addons/modifiers/EdgeSplitModifier.js';
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let renderer, scene, camera;
let modifier, mesh, baseGeometry;
let map;
const params = {
smoothShading: true,
edgeSplit: true,
cutOffAngle: 20,
showMap: false,
tryKeepNormals: true,
};
init();
function init() {
const info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Edge Split modifier';
document.body.appendChild( info );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight );
const controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.rotateSpeed = 0.35;
controls.minZoom = 1;
camera.position.set( 0, 0, 4 );
scene.add( new THREE.HemisphereLight( 0xffffff, 0x444444 ) );
new OBJLoader().load(
'./models/obj/cerberus/Cerberus.obj',
function ( group ) {
const cerberus = group.children[ 0 ];
const modelGeometry = cerberus.geometry;
modifier = new EdgeSplitModifier();
baseGeometry = BufferGeometryUtils.mergeVertices( modelGeometry );
mesh = new THREE.Mesh( getGeometry(), new THREE.MeshStandardMaterial() );
mesh.material.flatShading = ! params.smoothShading;
mesh.rotateY( - Math.PI / 2 );
mesh.scale.set( 3.5, 3.5, 3.5 );
mesh.translateZ( 1.5 );
scene.add( mesh );
if ( map !== undefined && params.showMap ) {
mesh.material.map = map;
mesh.material.needsUpdate = true;
}
render();
}
);
window.addEventListener( 'resize', onWindowResize );
new THREE.TextureLoader().load( './models/obj/cerberus/Cerberus_A.jpg', function ( texture ) {
map = texture;
if ( mesh !== undefined && params.showMap ) {
mesh.material.map = map;
mesh.material.needsUpdate = true;
}
} );
const gui = new GUI( { name: 'Edge split modifier parameters' } );
gui.add( params, 'showMap' ).onFinishChange( updateMesh );
gui.add( params, 'smoothShading' ).onFinishChange( updateMesh );
gui.add( params, 'edgeSplit' ).onFinishChange( updateMesh );
gui.add( params, 'cutOffAngle' ).min( 0 ).max( 180 ).onFinishChange( updateMesh );
gui.add( params, 'tryKeepNormals' ).onFinishChange( updateMesh );
}
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
}
function getGeometry() {
let geometry;
if ( params.edgeSplit ) {
geometry = modifier.modify(
baseGeometry,
params.cutOffAngle * Math.PI / 180,
params.tryKeepNormals
);
} else {
geometry = baseGeometry;
}
return geometry;
}
function updateMesh() {
if ( mesh !== undefined ) {
mesh.geometry = getGeometry();
let needsUpdate = mesh.material.flatShading === params.smoothShading;
mesh.material.flatShading = params.smoothShading === false;
if ( map !== undefined ) {
needsUpdate = needsUpdate || mesh.material.map !== ( params.showMap ? map : null );
mesh.material.map = params.showMap ? map : null;
}
mesh.material.needsUpdate = needsUpdate;
render();
}
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>