mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
207 lines
4.6 KiB
HTML
Executable File
207 lines
4.6 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - dashed lines</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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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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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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color: #fff;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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z-index:100;
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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="info"><a href="http://threejs.org" target="_blank">three.js</a> - dashed lines example</div>
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<div id="container"></div>
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<script src="../build/three.min.js"></script>
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<script src="js/geometries/hilbert3D.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 renderer, scene, camera, stats;
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var objects = [];
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var WIDTH = window.innerWidth,
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HEIGHT = window.innerHeight;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 60, WIDTH / HEIGHT, 1, 200 );
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camera.position.z = 150;
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x111111, 150, 200 );
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root = new THREE.Object3D();
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var subdivisions = 6;
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var recursion = 1;
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var points = hilbert3D( new THREE.Vector3( 0,0,0 ), 25.0, recursion, 0, 1, 2, 3, 4, 5, 6, 7 );
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var spline = new THREE.Spline( points );
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var geometrySpline = new THREE.Geometry();
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for ( var i = 0; i < points.length * subdivisions; i ++ ) {
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var index = i / ( points.length * subdivisions );
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var position = spline.getPoint( index );
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geometrySpline.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z );
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}
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var geometryCube = cube( 50 );
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geometryCube.computeLineDistances();
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geometrySpline.computeLineDistances();
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var object = new THREE.Line( geometrySpline, new THREE.LineDashedMaterial( { color: 0xffffff, dashSize: 1, gapSize: 0.5 } ), THREE.LineStrip );
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objects.push( object );
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scene.add( object );
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var object = new THREE.Line( geometryCube, new THREE.LineDashedMaterial( { color: 0xffaa00, dashSize: 3, gapSize: 1, linewidth: 2 } ), THREE.LinePieces );
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objects.push( object );
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scene.add( object );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setClearColor( 0x111111 );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( WIDTH, HEIGHT );
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var container = document.getElementById( 'container' );
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container.appendChild( renderer.domElement );
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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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}
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function cube( size ) {
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var h = size * 0.5;
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var geometry = new THREE.Geometry();
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geometry.vertices.push(
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new THREE.Vector3( -h, -h, -h ),
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new THREE.Vector3( -h, h, -h ),
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new THREE.Vector3( -h, h, -h ),
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new THREE.Vector3( h, h, -h ),
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new THREE.Vector3( h, h, -h ),
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new THREE.Vector3( h, -h, -h ),
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new THREE.Vector3( h, -h, -h ),
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new THREE.Vector3( -h, -h, -h ),
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new THREE.Vector3( -h, -h, h ),
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new THREE.Vector3( -h, h, h ),
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new THREE.Vector3( -h, h, h ),
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new THREE.Vector3( h, h, h ),
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new THREE.Vector3( h, h, h ),
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new THREE.Vector3( h, -h, h ),
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new THREE.Vector3( h, -h, h ),
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new THREE.Vector3( -h, -h, h ),
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new THREE.Vector3( -h, -h, -h ),
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new THREE.Vector3( -h, -h, h ),
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new THREE.Vector3( -h, h, -h ),
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new THREE.Vector3( -h, h, h ),
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new THREE.Vector3( h, h, -h ),
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new THREE.Vector3( h, h, h ),
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new THREE.Vector3( h, -h, -h ),
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new THREE.Vector3( h, -h, h )
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);
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return geometry;
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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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var time = Date.now() * 0.001;
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for ( var i = 0; i < objects.length; i ++ ) {
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var object = objects[ i ];
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//object.rotation.x = 0.25 * time * ( i%2 == 1 ? 1 : -1);
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object.rotation.x = 0.25 * time;
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object.rotation.y = 0.25 * time;
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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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