mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 11:07:57 +01:00
243 lines
5.0 KiB
HTML
243 lines
5.0 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 - interactive particles</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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color: #ffffff;
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background-color: #000000;
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margin: 0px;
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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;
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width: 100%;
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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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font-weight: bold;
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}
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a {
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color: #fff;
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}
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</style>
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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"><a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive - particles</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 type="x-shader/x-vertex" id="vertexshader">
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attribute float size;
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attribute vec3 customColor;
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varying vec3 vColor;
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void main() {
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vColor = customColor;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script type="x-shader/x-fragment" id="fragmentshader">
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uniform vec3 color;
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uniform sampler2D texture;
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4( color * vColor, 1.0 );
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gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
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if ( gl_FragColor.a < ALPHATEST ) discard;
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}
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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var renderer, scene, camera, stats;
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var particles, uniforms, attributes;
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var PARTICLE_SIZE = 20;
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var raycaster, intersects;
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var mouse, INTERSECTED;
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init();
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animate();
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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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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 250;
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//
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attributes = {
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size: { type: 'f', value: [] },
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customColor: { type: 'c', value: [] }
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};
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uniforms = {
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color: { type: "c", value: new THREE.Color( 0xffffff ) },
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texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/disc.png" ) }
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};
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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attributes: attributes,
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vertexShader: document.getElementById( 'vertexshader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
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alphaTest: 0.9,
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} );
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var geometry = new THREE.BoxGeometry( 200, 200, 200, 16, 16, 16 );
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particles = new THREE.PointCloud( geometry, shaderMaterial );
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var values_size = attributes.size.value;
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var values_color = attributes.customColor.value;
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var vertices = particles.geometry.vertices;
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for( var v = 0, vl = vertices.length; v < vl; v++ ) {
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values_size[ v ] = PARTICLE_SIZE * 0.5;
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values_color[ v ] = new THREE.Color().setHSL( 0.01 + 0.1 * ( v / vl ), 1.0, 0.5 );
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}
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scene.add( particles );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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//
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2()
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//
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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}
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function onDocumentMouseMove( event ) {
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event.preventDefault();
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mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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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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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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particles.rotation.x += 0.0005;
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particles.rotation.y += 0.001;
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raycaster.setFromCamera( mouse, camera );
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intersects = raycaster.intersectObject( particles );
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if ( intersects.length > 0 ) {
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if ( INTERSECTED != intersects[ 0 ].index ) {
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attributes.size.value[ INTERSECTED ] = PARTICLE_SIZE;
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INTERSECTED = intersects[ 0 ].index;
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attributes.size.value[ INTERSECTED ] = PARTICLE_SIZE * 1.25;
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attributes.size.needsUpdate = true;
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}
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} else if ( INTERSECTED !== null ) {
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attributes.size.value[ INTERSECTED ] = PARTICLE_SIZE;
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attributes.size.needsUpdate = true;
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INTERSECTED = null;
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}
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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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