mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-23 22:00:42 +02:00
201 lines
4.9 KiB
HTML
201 lines
4.9 KiB
HTML
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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 - animation - 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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<style>
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family: Monospace;
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font-size: 13px;
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text-align: center;
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z-index:100;
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}
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#ctrl {
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position: absolute;
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top: 0px;
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left: 0px;
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width: 200px;
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color: #ffffff;
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padding: 5px;
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font-family: Monospace;
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font-size: 13px;
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z-index:100;
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}
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a { color:red }
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - WebGL morph target example
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</div>
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<div id="ctrl">
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Use controls to change morph target influences:<br/>
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 0 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 1 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 2 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 3 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 4 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 5 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 6 ] = this.value/100;" />
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<input type="range" value="0" min="0" max="100" onchange="mesh.morphTargetInfluences[ 7 ] = this.value/100;" />
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer;
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var geometry, objects;
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var mouseX = 0, mouseY = 0;
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var mesh;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 15000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x000000, 1, 15000 );
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var light = new THREE.PointLight( 0xff2200 );
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light.position.set( 100, 100, 100 );
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scene.add( light );
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var light = new THREE.AmbientLight( 0x111111 );
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scene.add( light );
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var geometry = new THREE.BoxGeometry( 100, 100, 100 );
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var material = new THREE.MeshLambertMaterial( { color: 0xffffff, morphTargets: true } );
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// construct 8 blend shapes
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for ( var i = 0; i < geometry.vertices.length; i ++ ) {
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var vertices = [];
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for ( var v = 0; v < geometry.vertices.length; v ++ ) {
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vertices.push( geometry.vertices[ v ].clone() );
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if ( v === i ) {
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vertices[ vertices.length - 1 ].x *= 2;
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vertices[ vertices.length - 1 ].y *= 2;
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vertices[ vertices.length - 1 ].z *= 2;
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}
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}
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geometry.morphTargets.push( { name: "target" + i, vertices: vertices } );
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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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//
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0x222222 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.sortObjects = false;
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container.appendChild( renderer.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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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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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX );
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mouseY = ( event.clientY - windowHalfY ) * 2;
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}
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function animate() {
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requestAnimationFrame( animate );
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render();
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}
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function render() {
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mesh.rotation.y += 0.01;
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//mesh.morphTargetInfluences[ 0 ] = Math.sin( mesh.rotation.y ) * 0.5 + 0.5;
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//camera.position.x += ( mouseX - camera.position.x ) * .005;
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camera.position.y += ( - mouseY - camera.position.y ) * .01;
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camera.lookAt( scene.position );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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