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171 lines
4.7 KiB
171 lines
4.7 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - morph targets</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - morph targets<br/>
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by <a href="https://discoverthreejs.com/" target="_blank" rel="noopener">Discover three.js</a>
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</div>
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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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"three/addons/": "./jsm/"
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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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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let container, camera, scene, renderer, mesh;
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init();
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function init() {
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container = document.getElementById( 'container' );
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x8FBCD4 );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
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camera.position.z = 10;
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scene.add( camera );
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scene.add( new THREE.AmbientLight( 0x8FBCD4, 0.4 ) );
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const pointLight = new THREE.PointLight( 0xffffff, 1 );
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camera.add( pointLight );
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const geometry = createGeometry();
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const material = new THREE.MeshPhongMaterial( {
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color: 0xff0000,
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flatShading: true
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} );
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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initGUI();
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( function () {
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renderer.render( scene, camera );
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} );
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container.appendChild( renderer.domElement );
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.enableZoom = false;
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window.addEventListener( 'resize', onWindowResize );
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}
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function createGeometry() {
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const geometry = new THREE.BoxGeometry( 2, 2, 2, 32, 32, 32 );
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// create an empty array to hold targets for the attribute we want to morph
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// morphing positions and normals is supported
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geometry.morphAttributes.position = [];
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// the original positions of the cube's vertices
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const positionAttribute = geometry.attributes.position;
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// for the first morph target we'll move the cube's vertices onto the surface of a sphere
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const spherePositions = [];
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// for the second morph target, we'll twist the cubes vertices
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const twistPositions = [];
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const direction = new THREE.Vector3( 1, 0, 0 );
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const vertex = new THREE.Vector3();
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for ( let i = 0; i < positionAttribute.count; i ++ ) {
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const x = positionAttribute.getX( i );
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const y = positionAttribute.getY( i );
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const z = positionAttribute.getZ( i );
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spherePositions.push(
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x * Math.sqrt( 1 - ( y * y / 2 ) - ( z * z / 2 ) + ( y * y * z * z / 3 ) ),
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y * Math.sqrt( 1 - ( z * z / 2 ) - ( x * x / 2 ) + ( z * z * x * x / 3 ) ),
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z * Math.sqrt( 1 - ( x * x / 2 ) - ( y * y / 2 ) + ( x * x * y * y / 3 ) )
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);
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// stretch along the x-axis so we can see the twist better
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vertex.set( x * 2, y, z );
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vertex.applyAxisAngle( direction, Math.PI * x / 2 ).toArray( twistPositions, twistPositions.length );
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}
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// add the spherical positions as the first morph target
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geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( spherePositions, 3 );
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// add the twisted positions as the second morph target
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geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( twistPositions, 3 );
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return geometry;
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}
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function initGUI() {
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// Set up dat.GUI to control targets
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const params = {
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Spherify: 0,
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Twist: 0,
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};
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const gui = new GUI( { title: 'Morph Targets' } );
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gui.add( params, 'Spherify', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
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mesh.morphTargetInfluences[ 0 ] = value;
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} );
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gui.add( params, 'Twist', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
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mesh.morphTargetInfluences[ 1 ] = value;
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} );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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</script>
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</body>
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</html>
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