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webgl_modifier_subdivision.html 4.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - modifier - Subdivisions using Loop Subdivision Scheme</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. <style>
  9. body {
  10. background-color: #f0f0f0;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - subdivision modifier<br/ >
  21. Original Geometry: <span id="original-vertex-count"></span> vertices and <span id="original-face-count"></span> faces<br/ >
  22. Smooth Geometry: <span id="smooth-vertex-count"></span> vertices and <span id="smooth-face-count"></span> faces<br/ >
  23. </div>
  24. <script type="module">
  25. import {
  26. BoxGeometry,
  27. BufferGeometry,
  28. Color,
  29. Mesh,
  30. MeshBasicMaterial,
  31. MeshPhongMaterial,
  32. PerspectiveCamera,
  33. PointLight,
  34. Scene,
  35. VertexColors,
  36. WebGLRenderer,
  37. } from "../build/three.module.js";
  38. import Stats from './jsm/libs/stats.module.js';
  39. import { GUI } from './jsm/libs/dat.gui.module.js';
  40. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  41. import { SubdivisionModifier } from './jsm/modifiers/SubdivisionModifier.js';
  42. var camera, scene, renderer, stats, smoothMesh, wireframe;
  43. var smoothMaterial = new MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: VertexColors } );
  44. var wireframeMaterial = new MeshBasicMaterial( { color: 0x000000, wireframe: true, opacity: 0.15, transparent: true } );
  45. var faceIndices = [ 'a', 'b', 'c' ];
  46. var params = {
  47. subdivisions: 2
  48. };
  49. init();
  50. animate();
  51. function init() {
  52. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  53. camera.position.z = 2.5;
  54. scene = new Scene();
  55. scene.background = new Color( 0xf0f0f0 );
  56. var light = new PointLight( 0xffffff, 1.5 );
  57. light.position.set( 1000, 1000, 2000 );
  58. scene.add( light );
  59. var geometry = new BoxGeometry( 1, 1, 1, 2, 2, 2 );
  60. var material = new MeshBasicMaterial( { color: 0xcccccc, wireframe: true } );
  61. var mesh = new Mesh( new BufferGeometry().fromGeometry( geometry ), material );
  62. scene.add( mesh );
  63. renderer = new WebGLRenderer( { antialias: true } );
  64. renderer.setPixelRatio( window.devicePixelRatio );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. document.body.appendChild( renderer.domElement );
  67. stats = new Stats();
  68. document.body.appendChild( stats.dom );
  69. //
  70. var controls = new OrbitControls( camera, renderer.domElement );
  71. controls.minDistance = 1;
  72. window.addEventListener( 'resize', onWindowResize, false );
  73. //
  74. var gui = new GUI();
  75. gui.add( params, 'subdivisions', 0, 6 ).step( 1 ).onChange( function ( subdivisions ) {
  76. subdivide( geometry, subdivisions );
  77. } );
  78. //
  79. smoothMesh = new Mesh( undefined, smoothMaterial );
  80. wireframe = new Mesh( undefined, wireframeMaterial );
  81. scene.add( smoothMesh, wireframe );
  82. subdivide( geometry, params.subdivisions );
  83. }
  84. function subdivide( geometry, subdivisions ) {
  85. var modifier = new SubdivisionModifier( subdivisions );
  86. var smoothGeometry = modifier.modify( geometry );
  87. // colorify faces
  88. for ( var i = 0; i < smoothGeometry.faces.length; i ++ ) {
  89. var face = smoothGeometry.faces[ i ];
  90. for ( var j = 0; j < 3; j ++ ) {
  91. var vertexIndex = face[ faceIndices[ j ] ];
  92. var vertex = smoothGeometry.vertices[ vertexIndex ];
  93. var hue = vertex.y + 0.5;
  94. var color = new Color().setHSL( hue, 1, 0.5 );
  95. face.vertexColors[ j ] = color;
  96. }
  97. }
  98. // convert to BufferGeometry
  99. if ( smoothMesh.geometry ) smoothMesh.geometry.dispose();
  100. smoothMesh.geometry = new BufferGeometry().fromGeometry( smoothGeometry );
  101. wireframe.geometry = smoothMesh.geometry;
  102. //
  103. updateUI( geometry, smoothGeometry );
  104. }
  105. function updateUI( originalGeometry, smoothGeometry ) {
  106. document.getElementById( 'original-vertex-count' ).textContent = originalGeometry.vertices.length;
  107. document.getElementById( 'original-face-count' ).textContent = originalGeometry.faces.length;
  108. document.getElementById( 'smooth-vertex-count' ).textContent = smoothGeometry.vertices.length;
  109. document.getElementById( 'smooth-face-count' ).textContent = smoothGeometry.faces.length;
  110. }
  111. function onWindowResize() {
  112. camera.aspect = window.innerWidth / window.innerHeight;
  113. camera.updateProjectionMatrix();
  114. renderer.setSize( window.innerWidth, window.innerHeight );
  115. }
  116. //
  117. function animate() {
  118. requestAnimationFrame( animate );
  119. render();
  120. stats.update();
  121. }
  122. function render() {
  123. renderer.render( scene, camera );
  124. }
  125. </script>
  126. </body>
  127. </html>
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