mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
288 lines
9.6 KiB
HTML
Executable File
288 lines
9.6 KiB
HTML
Executable File
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<title> three.js webgl - ShadowMesh </title>
|
|
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
|
|
<meta charset="utf-8">
|
|
<style>
|
|
body {
|
|
background-color: rgb(0, 0, 0);
|
|
margin: 0;
|
|
padding: 0;
|
|
overflow: hidden;
|
|
}
|
|
|
|
#lightButton {
|
|
position: absolute;
|
|
right: 20px;
|
|
top: 20px;
|
|
}
|
|
</style>
|
|
</head>
|
|
<body>
|
|
|
|
<div id="container"></div>
|
|
<input id="lightButton" type="button" value="Switch to PointLight" onclick="lightButtonHandler()">
|
|
|
|
<script src="../build/three.min.js"></script>
|
|
<script src="js/objects/ShadowMesh.js"></script>
|
|
<script>
|
|
|
|
var SCREEN_WIDTH = window.innerWidth;
|
|
var SCREEN_HEIGHT = window.innerHeight;
|
|
|
|
var scene = new THREE.Scene();
|
|
var camera = new THREE.PerspectiveCamera( 55, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 3000 );
|
|
var clock = new THREE.Clock();
|
|
var renderer = new THREE.WebGLRenderer();
|
|
|
|
var sunLight = new THREE.DirectionalLight( 'rgb(255,255,255)', 1 );
|
|
var useDirectionalLight = true;
|
|
var arrowHelper1, arrowHelper2, arrowHelper3;
|
|
var arrowDirection = new THREE.Vector3();
|
|
var arrowPosition1 = new THREE.Vector3();
|
|
var arrowPosition2 = new THREE.Vector3();
|
|
var arrowPosition3 = new THREE.Vector3();
|
|
var groundMesh;
|
|
var lightSphere, lightHolder;
|
|
var pyramid, pyramidShadow;
|
|
var sphere, sphereShadow;
|
|
var box, boxShadow;
|
|
var cube, cubeShadow;
|
|
var cylinder, cylinderShadow;
|
|
var torus, torusShadow;
|
|
var normalVector = new THREE.Vector3( 0, 1, 0 );
|
|
var planeConstant = 0.01; // this value must be slightly higher than the groundMesh's y position of 0.0
|
|
var groundPlane = new THREE.Plane( normalVector, planeConstant );
|
|
var lightPosition4D = new THREE.Vector4();
|
|
var verticalAngle = 0;
|
|
var horizontalAngle = 0;
|
|
var frameTime = 0;
|
|
var TWO_PI = Math.PI * 2;
|
|
|
|
init();
|
|
animate();
|
|
|
|
function init() {
|
|
|
|
renderer.setClearColor( 'rgb(0,150,255)' );
|
|
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
document.getElementById( "container" ).appendChild( renderer.domElement );
|
|
window.addEventListener( 'resize' , onWindowResize, false );
|
|
|
|
camera.position.set( 0, 2.5, 10 );
|
|
scene.add( camera );
|
|
onWindowResize();
|
|
|
|
sunLight.position.set( 5, 7, - 1 );
|
|
sunLight.lookAt( scene.position );
|
|
scene.add( sunLight );
|
|
|
|
lightPosition4D.x = sunLight.position.x;
|
|
lightPosition4D.y = sunLight.position.y;
|
|
lightPosition4D.z = sunLight.position.z;
|
|
// amount of light-ray divergence. Ranging from:
|
|
// 0.001 = sunlight(min divergence) to 1.0 = pointlight(max divergence)
|
|
lightPosition4D.w = 0.001; // must be slightly greater than 0, due to 0 causing matrixInverse errors
|
|
|
|
// YELLOW ARROW HELPERS
|
|
arrowDirection.subVectors( scene.position, sunLight.position ).normalize();
|
|
|
|
arrowPosition1.copy( sunLight.position );
|
|
arrowHelper1 = new THREE.ArrowHelper( arrowDirection, arrowPosition1, 0.9, 0xffff00, 0.25, 0.08 );
|
|
scene.add( arrowHelper1 );
|
|
|
|
arrowPosition2.copy( sunLight.position ).add( new THREE.Vector3( 0, 0.2, 0 ) );
|
|
arrowHelper2 = new THREE.ArrowHelper( arrowDirection, arrowPosition2, 0.9, 0xffff00, 0.25, 0.08 );
|
|
scene.add( arrowHelper2 );
|
|
|
|
arrowPosition3.copy( sunLight.position ).add( new THREE.Vector3( 0, - 0.2, 0 ) );
|
|
arrowHelper3 = new THREE.ArrowHelper( arrowDirection, arrowPosition3, 0.9, 0xffff00, 0.25, 0.08 );
|
|
scene.add( arrowHelper3 );
|
|
|
|
// LIGHTBULB
|
|
var lightSphereGeometry = new THREE.SphereGeometry( 0.09 );
|
|
var lightSphereMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(255,255,255)' } );
|
|
lightSphere = new THREE.Mesh( lightSphereGeometry, lightSphereMaterial );
|
|
scene.add( lightSphere );
|
|
lightSphere.visible = false;
|
|
|
|
var lightHolderGeometry = new THREE.CylinderGeometry( 0.05, 0.05, 0.13 );
|
|
var lightHolderMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(75,75,75)' } );
|
|
lightHolder = new THREE.Mesh( lightHolderGeometry, lightHolderMaterial );
|
|
scene.add( lightHolder );
|
|
lightHolder.visible = false;
|
|
|
|
// GROUND
|
|
var groundGeometry = new THREE.BoxGeometry( 30, 0.01, 40 );
|
|
var groundMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(0,130,0)' } );
|
|
groundMesh = new THREE.Mesh( groundGeometry, groundMaterial );
|
|
groundMesh.position.y = 0.0; //this value must be slightly lower than the planeConstant (0.01) parameter above
|
|
scene.add( groundMesh );
|
|
|
|
// RED CUBE and CUBE's SHADOW
|
|
var cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
|
|
var cubeMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,0,0)', emissive: 0x200000 } );
|
|
cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
|
|
cube.position.z = - 1;
|
|
scene.add( cube );
|
|
|
|
cubeShadow = new THREE.ShadowMesh( cube );
|
|
scene.add( cubeShadow );
|
|
|
|
// BLUE CYLINDER and CYLINDER's SHADOW
|
|
var cylinderGeometry = new THREE.CylinderGeometry( 0.3, 0.3, 2 );
|
|
var cylinderMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(0,0,255)', emissive: 0x000020 } );
|
|
cylinder = new THREE.Mesh( cylinderGeometry, cylinderMaterial );
|
|
cylinder.position.z = - 2.5;
|
|
scene.add( cylinder );
|
|
|
|
cylinderShadow = new THREE.ShadowMesh( cylinder );
|
|
scene.add( cylinderShadow );
|
|
|
|
// MAGENTA TORUS and TORUS' SHADOW
|
|
var torusGeometry = new THREE.TorusGeometry( 1, 0.2, 10, 16, TWO_PI );
|
|
var torusMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,0,255)', emissive: 0x200020 } );
|
|
torus = new THREE.Mesh( torusGeometry, torusMaterial );
|
|
torus.position.z = - 6;
|
|
scene.add( torus );
|
|
|
|
torusShadow = new THREE.ShadowMesh( torus );
|
|
scene.add( torusShadow );
|
|
|
|
// WHITE SPHERE and SPHERE'S SHADOW
|
|
var sphereGeometry = new THREE.SphereGeometry( 0.5, 20, 10 );
|
|
var sphereMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,255)', emissive: 0x222222 } );
|
|
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
|
|
sphere.position.set( 4, 0.5, 2 );
|
|
scene.add( sphere );
|
|
|
|
sphereShadow = new THREE.ShadowMesh( sphere );
|
|
scene.add( sphereShadow );
|
|
|
|
// YELLOW PYRAMID and PYRAMID'S SHADOW
|
|
var pyramidGeometry = new THREE.CylinderGeometry( 0, 0.5, 2, 4 );
|
|
var pyramidMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,255,0)', emissive: 0x440000, shading: THREE.FlatShading } );
|
|
pyramid = new THREE.Mesh( pyramidGeometry, pyramidMaterial );
|
|
pyramid.position.set( - 4, 1, 2 );
|
|
scene.add( pyramid );
|
|
|
|
pyramidShadow = new THREE.ShadowMesh( pyramid );
|
|
scene.add( pyramidShadow );
|
|
|
|
}
|
|
|
|
function animate() {
|
|
|
|
requestAnimationFrame( animate );
|
|
|
|
frameTime = clock.getDelta();
|
|
|
|
cube.rotation.x += 1.0 * frameTime;
|
|
cube.rotation.y += 1.0 * frameTime;
|
|
|
|
cylinder.rotation.y += 1.0 * frameTime;
|
|
cylinder.rotation.z -= 1.0 * frameTime;
|
|
|
|
torus.rotation.x -= 1.0 * frameTime;
|
|
torus.rotation.y -= 1.0 * frameTime;
|
|
|
|
pyramid.rotation.y += 0.5 * frameTime;
|
|
|
|
horizontalAngle += 0.5 * frameTime;
|
|
if ( horizontalAngle > TWO_PI )
|
|
horizontalAngle -= TWO_PI;
|
|
cube.position.x = Math.sin( horizontalAngle ) * 4;
|
|
cylinder.position.x = Math.sin( horizontalAngle ) * - 4;
|
|
torus.position.x = Math.cos( horizontalAngle ) * 4;
|
|
|
|
verticalAngle += 1.5 * frameTime;
|
|
if ( verticalAngle > TWO_PI )
|
|
verticalAngle -= TWO_PI;
|
|
cube.position.y = Math.sin( verticalAngle ) * 2 + 2.9;
|
|
cylinder.position.y = Math.sin( verticalAngle ) * 2 + 3.1;
|
|
torus.position.y = Math.cos( verticalAngle ) * 2 + 3.3;
|
|
|
|
// update the ShadowMeshes to follow their shadow-casting objects
|
|
cubeShadow.update( groundPlane, lightPosition4D );
|
|
cylinderShadow.update( groundPlane, lightPosition4D );
|
|
torusShadow.update( groundPlane, lightPosition4D );
|
|
sphereShadow.update( groundPlane, lightPosition4D );
|
|
pyramidShadow.update( groundPlane, lightPosition4D );
|
|
|
|
|
|
renderer.render( scene, camera );
|
|
|
|
|
|
}
|
|
|
|
function onWindowResize() {
|
|
|
|
SCREEN_WIDTH = window.innerWidth;
|
|
SCREEN_HEIGHT = window.innerHeight;
|
|
|
|
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
|
|
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
|
|
camera.updateProjectionMatrix();
|
|
|
|
}
|
|
|
|
function lightButtonHandler() {
|
|
|
|
useDirectionalLight = !useDirectionalLight;
|
|
|
|
if ( useDirectionalLight ) {
|
|
|
|
renderer.setClearColor( 'rgb(0,150,255)' );
|
|
groundMesh.material.color.set( 'rgb(0,130,0)' );
|
|
sunLight.position.set( 5, 7, - 1 );
|
|
sunLight.lookAt( scene.position );
|
|
|
|
lightPosition4D.x = sunLight.position.x;
|
|
lightPosition4D.y = sunLight.position.y;
|
|
lightPosition4D.z = sunLight.position.z;
|
|
lightPosition4D.w = 0.001; // more of a directional Light value
|
|
|
|
arrowHelper1.visible = true;
|
|
arrowHelper2.visible = true;
|
|
arrowHelper3.visible = true;
|
|
|
|
lightSphere.visible = false;
|
|
lightHolder.visible = false;
|
|
|
|
document.getElementById( 'lightButton' ).value = "Switch to PointLight" ;
|
|
|
|
} else {
|
|
|
|
renderer.setClearColor( 'rgb(0,0,0)' );
|
|
groundMesh.material.color.set( 'rgb(150,150,150)' );
|
|
|
|
sunLight.position.set( 0, 6, - 2 );
|
|
sunLight.lookAt( scene.position );
|
|
lightSphere.position.copy( sunLight.position );
|
|
lightHolder.position.copy( lightSphere.position );
|
|
lightHolder.position.y += 0.12;
|
|
|
|
lightPosition4D.x = sunLight.position.x;
|
|
lightPosition4D.y = sunLight.position.y;
|
|
lightPosition4D.z = sunLight.position.z;
|
|
lightPosition4D.w = 0.9; // more of a point Light value
|
|
|
|
arrowHelper1.visible = false;
|
|
arrowHelper2.visible = false;
|
|
arrowHelper3.visible = false;
|
|
|
|
lightSphere.visible = true;
|
|
lightHolder.visible = true;
|
|
|
|
document.getElementById( 'lightButton' ).value = "Switch to DirectionalLight" ;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
</script>
|
|
</body>
|
|
</html>
|