webgl_geometry_spline_editor.html 10.2 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - geometry - catmull spline editor</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #f0f0f0;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

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		<script src="../build/three.js"></script>
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		<script src="js/controls/OrbitControls.js"></script>
		<script src="js/controls/TransformControls.js"></script>
		<script src="js/controls/DragControls.js"></script>
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		<script src="js/materials/ShadowMaterial.js"></script>
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		<script src="js/libs/stats.min.js"></script>

		<script>

			String.prototype.format = function () {

				var str = this;
				for ( var i = 0; i < arguments.length; i ++ ) {

					str = str.replace( '{' + i + '}', arguments[ i ] );

				}
				return str;

			}

			var container, stats;
			var camera, scene, renderer;
			var splineHelperObjects = [],
				splineOutline;
			var splinePointsLength = 4;
			var positions = [];
			var options;

			var geometry = new THREE.BoxGeometry( 20, 20, 20 );

			var ARC_SEGMENTS = 200;
			var splineMesh;

			var splines = {

			};

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );
				scene = new THREE.Scene();
				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 1000;
				scene.add( camera );

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				scene.add( new THREE.AmbientLight( 0xf0f0f0 ) );
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				var light = new THREE.SpotLight( 0xffffff, 1.5 );
				light.position.set( 0, 1500, 200 );
				light.castShadow = true;
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				light.shadow.camera.near = 200;
				light.shadow.camera.far = 2000;
				light.shadow.camera.fov = 70;
				light.shadow.bias = -0.000222;
				light.shadow.mapSize.width = 1024;
				light.shadow.mapSize.height = 1024;
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				scene.add( light );
				spotlight = light;

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				// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
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				var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
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				planeGeometry.rotateX( - Math.PI / 2 );
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				var planeMaterial = new THREE.ShadowMaterial();
				planeMaterial.opacity = 0.2;
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				var plane = new THREE.Mesh( planeGeometry, planeMaterial );
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				plane.position.y = -200;
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				plane.receiveShadow = true;
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				scene.add( plane );
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				var helper = new THREE.GridHelper( 1000, 100 );
				helper.position.y = - 199;
				helper.material.opacity = 0.25;
				helper.material.transparent = true;
				scene.add( helper );

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				var axis = new THREE.AxisHelper();
				axis.position.set( -500, -500, -500 );
				scene.add( axis );

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				renderer = new THREE.WebGLRenderer( { antialias: true } );
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				renderer.setClearColor( 0xf0f0f0 );
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				renderer.setPixelRatio( window.devicePixelRatio );
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				renderer.setSize( window.innerWidth, window.innerHeight );
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				renderer.shadowMap.enabled = true;
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				container.appendChild( renderer.domElement );
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				var info = document.createElement( 'div' );
				info.style.position = 'absolute';
				info.style.top = '10px';
				info.style.width = '100%';
				info.style.textAlign = 'center';
				info.innerHTML = 'catmull-rom rom spline comparisions';
				options = document.createElement( 'div' );
				options.style.position = 'absolute';
				options.style.top = '30px';
				options.style.width = '100%';
				options.style.textAlign = 'center';

				options.innerHTML = 'Points: <input type="button" onclick="addPoint();" value="+" />\
					<input type="button" onclick="removePoint();" value="-" />\
					<input type="button" onclick="exportSpline();" value="Export" /><br />\
					<input type="checkbox" id="uniform" checked /> <label for="uniform">Uniform Catmull-rom</label>  <input type="range" id="tension" onchange="splines.uniform.tension = tension.value;updateSplineOutline();" min=0 max=1 step=0.01 value=0.5 /> <span id="tension_value" /></span> <br />\
					<input type="checkbox" id="centripetal" checked /> Centripetal Catmull-rom<br />\
					<input type="checkbox" id="chordal" checked /> Chordal Catmull-rom<br />';

				container.appendChild( info );
				container.appendChild( options );
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				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild( stats.domElement );

				// Controls
				controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.damping = 0.2;
				controls.addEventListener( 'change', render );

				transformControl = new THREE.TransformControls( camera, renderer.domElement );
				transformControl.addEventListener( 'change', render );

				scene.add( transformControl );

				// Hiding transform situation is a little in a mess :()
				transformControl.addEventListener( 'change', function( e ) {

					cancelHideTransorm();

				} );

				transformControl.addEventListener( 'mouseDown', function( e ) {

					cancelHideTransorm();

				} );

				transformControl.addEventListener( 'mouseUp', function( e ) {

					delayHideTransform();

				} );

				transformControl.addEventListener( 'objectChange', function( e ) {

					updateSplineOutline();

				} );

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				var dragcontrols = new THREE.DragControls( camera, splineHelperObjects, renderer.domElement ); //
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				dragcontrols.on( 'hoveron', function( e ) {

					transformControl.attach( e.object );
					cancelHideTransorm(); // *

				} )

				dragcontrols.on( 'hoveroff', function( e ) {

					if ( e ) delayHideTransform();

				} )


				controls.addEventListener( 'start', function() {

					cancelHideTransorm();

				} );

				controls.addEventListener( 'end', function() {

					delayHideTransform();

				} );

				var hiding;

				function delayHideTransform() {

					cancelHideTransorm();
					hideTransform();

				}

				function hideTransform() {

					hiding = setTimeout( function() {

						transformControl.detach( transformControl.object );

					}, 2500 )

				}

				function cancelHideTransorm() {

					if ( hiding ) clearTimeout( hiding );

				}


				/*******
				 * Curves
				 *********/

				var i;
				for ( i = 0; i < splinePointsLength; i ++ ) {

					addSplineObject( positions[ i ] );

				}
				positions = [];
				for ( i = 0; i < splinePointsLength; i ++ ) {

					positions.push( splineHelperObjects[ i ].position );

				}

				var geometry = new THREE.Geometry();

				for ( var i = 0; i < ARC_SEGMENTS; i ++ ) {

					geometry.vertices.push( new THREE.Vector3() );

				}

				var curve;


				curve = new THREE.CatmullRomCurve3( positions );
				curve.type = 'catmullrom';
				curve.mesh = new THREE.Line( geometry.clone(), new THREE.LineBasicMaterial( {
					color: 0xff0000,
					opacity: 0.35,
					linewidth: 2
					} ) );
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				curve.mesh.castShadow = true;
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				splines.uniform = curve;

				curve = new THREE.CatmullRomCurve3( positions );
				curve.type = 'centripetal';
				curve.mesh = new THREE.Line( geometry.clone(), new THREE.LineBasicMaterial( {
					color: 0x00ff00,
					opacity: 0.35,
					linewidth: 2
					} ) );
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				curve.mesh.castShadow = true;
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				splines.centripetal = curve;

				curve = new THREE.CatmullRomCurve3( positions );
				curve.type = 'chordal';
				curve.mesh = new THREE.Line( geometry.clone(), new THREE.LineBasicMaterial( {
					color: 0x0000ff,
					opacity: 0.35,
					linewidth: 2
					} ) );
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				curve.mesh.castShadow = true;
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				splines.chordal = curve;

				for ( var k in splines ) {

					var spline = splines[ k ];
					scene.add( spline.mesh );

				}

				load( [ new THREE.Vector3( 289.76843686945404, 452.51481137238443, 56.10018915737797 ),
						new THREE.Vector3( -53.56300074753207, 171.49711742836848, -14.495472686253045 ),
						new THREE.Vector3( -91.40118730204415, 176.4306956436485, -6.958271935582161 ),
						new THREE.Vector3( -383.785318791128, 491.1365363371675, 47.869296953772746 ) ] );

			}

			function addSplineObject( position ) {

				var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( {
					color: Math.random() * 0xffffff
					} ) );
				object.material.ambient = object.material.color;
				if ( position ) {

					object.position.copy( position );

				} else {

					object.position.x = Math.random() * 1000 - 500;
					object.position.y = Math.random() * 600
					object.position.z = Math.random() * 800 - 400;

				}

				object.castShadow = true;
				object.receiveShadow = true;
				scene.add( object );
				splineHelperObjects.push( object );
				return object;

			}

			function addPoint() {

				splinePointsLength ++;
				positions.push( addSplineObject()
								.position );

				updateSplineOutline();

			}

			function removePoint() {

				if ( splinePointsLength <= 4 ) {

					return;

				}
				splinePointsLength --;
				positions.pop();
				scene.remove( splineHelperObjects.pop() );

				updateSplineOutline();

			}

			function updateSplineOutline() {

				var p;

				for ( var k in splines ) {

					var spline = splines[ k ];

					splineMesh = spline.mesh;

					for ( var i = 0; i < ARC_SEGMENTS; i ++ ) {

						p = splineMesh.geometry.vertices[ i ];
						p.copy( spline.getPoint( i /  ( ARC_SEGMENTS - 1 ) ) );

					}

					splineMesh.geometry.verticesNeedUpdate = true;

				}


			}

			function exportSpline() {

				var p;
				var strplace = [];
				for ( i = 0; i < splinePointsLength; i ++ ) {

					p = splineHelperObjects[ i ].position;
					strplace.push( 'new THREE.Vector3({0}, {1}, {2})'.format( p.x, p.y, p.z ) )

				}
				console.log( strplace.join( ',\n' ) );
				var code = '[' + ( strplace.join( ',\n\t' ) ) + ']';
				prompt( 'copy and paste code', code );

				}

				function load( new_positions ) {

				while ( new_positions.length > positions.length ) {

					addPoint();

				}

				while ( new_positions.length < positions.length ) {

					removePoint();

				}

				for ( i = 0; i < positions.length; i ++ ) {

					positions[ i ].copy( new_positions[ i ] );

				}

				updateSplineOutline();

			}

			function animate() {

				requestAnimationFrame( animate );
				render();
				stats.update();
				controls.update();
				transformControl.update();

			}

			function render() {

				splines.uniform.mesh.visible = uniform.checked;
				splines.centripetal.mesh.visible = centripetal.checked;
				splines.chordal.mesh.visible = chordal.checked;
				renderer.render( scene, camera );

			}

		</script>

	</body>
</html>