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192 lines
5.7 KiB
192 lines
5.7 KiB
2 years ago
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<!-- 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 - Cube</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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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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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({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 = 1;
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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], },
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{ pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
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{ pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
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{ pos: [-1, 1, 1], norm: [ 0, 0, 1], uv: [0, 1], },
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{ pos: [ 1, -1, 1], norm: [ 0, 0, 1], uv: [1, 0], },
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{ pos: [ 1, 1, 1], norm: [ 0, 0, 1], uv: [1, 1], },
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// right
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{ pos: [ 1, -1, 1], norm: [ 1, 0, 0], uv: [0, 0], },
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{ pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
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{ pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
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{ pos: [ 1, 1, 1], norm: [ 1, 0, 0], uv: [0, 1], },
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{ pos: [ 1, -1, -1], norm: [ 1, 0, 0], uv: [1, 0], },
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{ pos: [ 1, 1, -1], norm: [ 1, 0, 0], uv: [1, 1], },
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// back
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{ pos: [ 1, -1, -1], norm: [ 0, 0, -1], uv: [0, 0], },
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{ pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
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{ pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
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{ pos: [ 1, 1, -1], norm: [ 0, 0, -1], uv: [0, 1], },
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{ pos: [-1, -1, -1], norm: [ 0, 0, -1], uv: [1, 0], },
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{ pos: [-1, 1, -1], norm: [ 0, 0, -1], uv: [1, 1], },
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// left
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{ pos: [-1, -1, -1], norm: [-1, 0, 0], uv: [0, 0], },
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{ pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
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{ pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
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{ pos: [-1, 1, -1], norm: [-1, 0, 0], uv: [0, 1], },
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{ pos: [-1, -1, 1], norm: [-1, 0, 0], uv: [1, 0], },
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{ pos: [-1, 1, 1], norm: [-1, 0, 0], uv: [1, 1], },
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// top
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{ pos: [ 1, 1, -1], norm: [ 0, 1, 0], uv: [0, 0], },
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{ pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
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{ pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
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{ pos: [ 1, 1, 1], norm: [ 0, 1, 0], uv: [0, 1], },
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{ pos: [-1, 1, -1], norm: [ 0, 1, 0], uv: [1, 0], },
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{ pos: [-1, 1, 1], norm: [ 0, 1, 0], uv: [1, 1], },
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// bottom
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{ pos: [ 1, -1, 1], norm: [ 0, -1, 0], uv: [0, 0], },
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{ pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
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{ pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
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{ pos: [ 1, -1, -1], norm: [ 0, -1, 0], uv: [0, 1], },
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{ pos: [-1, -1, 1], norm: [ 0, -1, 0], uv: [1, 0], },
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{ pos: [-1, -1, -1], norm: [ 0, -1, 0], uv: [1, 1], },
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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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const loader = new THREE.TextureLoader();
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const texture = loader.load('resources/images/star.png');
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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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