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three.js
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3e3c2034
编写于
8月 16, 2011
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
差异文件
Merge remote-tracking branch 'zz85/experimental' into dev
上级
087b6090
1cdc3cd2
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
213 addition
and
417 deletion
+213
-417
examples/webgl_lod_text.html
examples/webgl_lod_text.html
+203
-0
src/extras/geometries/ExtrudeGeometry.js
src/extras/geometries/ExtrudeGeometry.js
+1
-55
src/extras/geometries/TextGeometry.js
src/extras/geometries/TextGeometry.js
+9
-362
未找到文件。
examples/webgl_lod_text.html
0 → 100644
浏览文件 @
3e3c2034
<!DOCTYPE HTML>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - level-of-details
</title>
<meta
charset=
"utf-8"
>
<style
type=
"text/css"
>
body
{
background
:
#000
;
color
:
#fff
;
padding
:
0
;
margin
:
0
;
font-weight
:
bold
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
color
:
#ffffff
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
100
;
}
a
{
color
:
red
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- level-of-details WebGL example
</div>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
<script
type=
"text/javascript"
src=
"js/Detector.js"
></script>
<script
type=
"text/javascript"
src=
"js/RequestAnimationFrame.js"
></script>
<script
type=
"text/javascript"
src=
"js/Stats.js"
></script>
<!--
<script type="text/javascript" src="../src/extras/geometries/Curve.js"></script>
<script type="text/javascript" src="../src/extras/geometries/CurvePath.js"></script>
<script type="text/javascript" src="../src/extras/geometries/Path.js"></script>
<script type="text/javascript" src="../src/extras/geometries/Shape.js"></script>
<script type="text/javascript" src="../src/extras/geometries/TextPath.js"></script>
<script type="text/javascript" src="../src/extras/geometries/ExtrudeGeometry.js"></script>
<script type="text/javascript" src="../src/extras/geometries/TextGeometry.js"></script>
-->
<!-- load the font file from canvas-text -->
<script
type=
"text/javascript"
src=
"fonts/helvetiker_regular.typeface.js"
></script>
<script
type=
"text/javascript"
>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
container
,
stats
;
var
camera
,
scene
,
renderer
;
var
geometry
,
objects
;
var
mouseX
=
0
,
mouseY
=
0
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
camera
=
new
THREE
.
Camera
(
45
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
15000
);
camera
.
position
.
z
=
1000
;
scene
=
new
THREE
.
Scene
();
scene
.
fog
=
new
THREE
.
Fog
(
0x000000
,
1
,
15000
);
var
light
=
new
THREE
.
PointLight
(
0xff2200
);
light
.
position
.
set
(
0
,
0
,
0
);
scene
.
addLight
(
light
);
var
light
=
new
THREE
.
DirectionalLight
(
0xffffff
);
light
.
position
.
set
(
0
,
0
,
1
);
light
.
position
.
normalize
();
scene
.
addLight
(
light
);
var
wireMaterial
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0x000000
,
wireframe
:
true
}
);
function
getOptionsWithSegments
(
x
,
b
,
bevel
)
{
return
{
size
:
80
,
height
:
20
,
curveSegments
:
x
,
font
:
"
helvetiker
"
,
bevelSegments
:
b
,
bevelEnabled
:
bevel
,
bevelThickness
:
8
,
bevelSize
:
3
,
steps
:
1
,
amount
:
20
,
};
};
var
theText
=
"
&
"
;
// Try $ :)
// we could use TextPath and ExtrudeGeometry if we wish to optimize stuff futher
var
geometry
=
[
[
new
THREE
.
TextGeometry
(
theText
,
getOptionsWithSegments
(
8
,
6
,
true
)),
300
,
[
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xffee00
}
),
wireMaterial
]
],
[
new
THREE
.
TextGeometry
(
theText
,
getOptionsWithSegments
(
5
,
2
,
true
)),
800
,
[
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffaa00
}
),
wireMaterial
]],
[
new
THREE
.
TextGeometry
(
theText
,
getOptionsWithSegments
(
2
,
1
,
true
)),
1000
,
[
new
THREE
.
MeshLambertMaterial
(
{
color
:
0x005500
}
),
wireMaterial
]
],
[
new
THREE
.
TextGeometry
(
theText
,
getOptionsWithSegments
(
2
,
1
,
false
)),
2000
,
[
new
THREE
.
MeshLambertMaterial
(
{
color
:
0x0055ff
}
),
wireMaterial
]],
[
new
THREE
.
TextGeometry
(
theText
,
getOptionsWithSegments
(
1
,
1
,
false
)),
10000
,
[
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xff1100
}
),
wireMaterial
]]
];
var
i
,
j
,
mesh
,
lod
;
for
(
j
=
0
;
j
<
1000
;
j
++
)
{
lod
=
new
THREE
.
LOD
();
for
(
i
=
0
;
i
<
geometry
.
length
;
i
++
)
{
mesh
=
new
THREE
.
Mesh
(
geometry
[
i
][
0
],
geometry
[
i
][
2
]
);
mesh
.
scale
.
set
(
1.5
,
1.5
,
1.5
);
mesh
.
updateMatrix
();
mesh
.
matrixAutoUpdate
=
false
;
lod
.
add
(
mesh
,
geometry
[
i
][
1
]
);
}
lod
.
position
.
x
=
10000
*
(
0.5
-
Math
.
random
()
);
lod
.
position
.
y
=
7500
*
(
0.5
-
Math
.
random
()
);
lod
.
position
.
z
=
10000
*
(
0.5
-
Math
.
random
()
);
lod
.
updateMatrix
();
lod
.
matrixAutoUpdate
=
false
;
scene
.
addObject
(
lod
);
}
renderer
=
new
THREE
.
WebGLRenderer
(
{
clearColor
:
0x000000
,
clearAlpha
:
1
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
sortObjects
=
false
;
container
.
appendChild
(
renderer
.
domElement
);
}
function
onDocumentMouseMove
(
event
)
{
mouseX
=
(
event
.
clientX
-
windowHalfX
)
*
10
;
mouseY
=
(
event
.
clientY
-
windowHalfY
)
*
10
;
}
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
}
function
render
()
{
camera
.
position
.
x
+=
(
mouseX
-
camera
.
position
.
x
)
*
.
005
;
camera
.
position
.
y
+=
(
-
mouseY
-
camera
.
position
.
y
)
*
.
01
;
renderer
.
render
(
scene
,
camera
);
}
function
log
(
text
)
{
var
e
=
document
.
getElementById
(
"
log
"
);
e
.
innerHTML
=
text
+
"
<br/>
"
+
e
.
innerHTML
;
}
</script>
</body>
</html>
src/extras/geometries/ExtrudeGeometry.js
浏览文件 @
3e3c2034
...
...
@@ -182,57 +182,6 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
var
i
,
il
;
// We no longer need centroids
// Find all centroids of shapes and holes
//var sum = new THREE.Vector2();
// for ( i = 0, il = contour.length; i < il; i ++ ) {
//
// sum.addSelf( contour[ i ] );
//
// }
//
// var contourCentroid = sum.divideScalar( contour.length );
//
// var holesCentroids = [];
//
// for ( h = 0, hl = holes.length; h < hl; h ++ ) {
//
// sum = new THREE.Vector2();
// ahole = holes[ h ];
//
// for ( i=0, il = ahole.length; i < il; i ++ ) {
//
// sum.addSelf( ahole[ i ] );
//
// }
//
// holesCentroids[ h ] = sum.divideScalar( ahole.length );
//
// }
//
// function scalePt ( pt, centroid, size, expandOutwards /* Boolean */ ) {
//
// var vectorFromCentroid = pt.clone().subSelf( centroid );
// var adj = size / vectorFromCentroid.length();
//
// if ( expandOutwards ) {
//
// adj = 1 + adj;
//
// } else {
//
// adj = 1 - adj;
//
// }
//
// return vectorFromCentroid.multiplyScalar( adj ).addSelf( centroid );
//
// }
function
scalePt2
(
pt
,
vec
,
size
)
{
if
(
!
vec
)
console
.
log
(
"
die
"
);
...
...
@@ -361,8 +310,7 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
if
(
s
<
0
)
{
// in case of emergecy, revert to algorithm 1.
// console.log("opps");
return
getBevelVec1
(
pt_i
,
pt_j
,
pt_k
);
}
...
...
@@ -518,7 +466,6 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
for
(
i
=
0
,
il
=
contour
.
length
;
i
<
il
;
i
++
)
{
vert
=
scalePt2
(
contour
[
i
],
contourMovements
[
i
],
bs
);
//vert = scalePt( contour[ i ], contourCentroid, bs, false );
v
(
vert
.
x
,
vert
.
y
,
amount
+
z
);
}
...
...
@@ -532,7 +479,6 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
for
(
i
=
0
,
il
=
ahole
.
length
;
i
<
il
;
i
++
)
{
//vert = scalePt( ahole[ i ], holesCentroids[h], bs, true );
vert
=
scalePt2
(
ahole
[
i
],
oneHoleMovements
[
i
],
bs
);
if
(
!
extrudeByPath
)
{
...
...
src/extras/geometries/TextGeometry.js
浏览文件 @
3e3c2034
...
...
@@ -19,7 +19,8 @@
* bevelThickness: <float>, // how deep into text bevel goes
* bevelSize: <float>, // how far from text outline is bevel
*
* bend: <bool> // bend according to hardcoded curve (for the moment)
* bend: <bool> // bend according to hardcoded curve (generates bendPath)
* bendPath: <curve> // wraps text according to bend Path
* }
*
* It uses techniques used in:
...
...
@@ -83,11 +84,14 @@ THREE.TextGeometry = function ( text, parameters ) {
// parameters.bendPath = path;
// var path = new THREE.CurvePath();
// path.add(new THREE.LineCurve( 0,
0, 250,
0));
// path.add(new THREE.LineCurve( 250,
0, 300, 20
0));
//
// path.add(new THREE.LineCurve( 0,
50, 250, 15
0));
// path.add(new THREE.LineCurve( 250,
150, 400, 5
0));
//
path.add(new THREE.LineCurve( 400, 50, 0, 50));
// parameters.bendPath = path;
// var path = new THREE.ArcCurve(0, 0, 200, Math.PI * 0, Math.PI * 2, true);
// parameters.bendPath = path;
// var path = new THREE.SplineCurve([
// new THREE.Vector2(0, 0),
// new THREE.Vector2(100, 40),
...
...
@@ -177,363 +181,6 @@ THREE.FontUtils = {
},
/* LEGACY CODE
extractPoints : function( allPoints, charactersPoints ) {
// Quick exit
if ( allPoints.length < 3 ) {
//throw "not valid polygon";
console.log( "not valid polygon" );
return {
points: allPoints,
faces: []
};
}
// Try to split shapes and holes.
var p, point, shape,
all,
ch, singleCharPoints,
isolatedShapes = [];
// Use a quick hashmap for locating duplicates
for ( var c = 0; c < charactersPoints.length; c ++ ) {
singleCharPoints = charactersPoints[ c ];
all = [];
// Use a quick hashmap for locating duplicates
for ( var p = 0; p < singleCharPoints.length; p ++ ) {
point = singleCharPoints[ p ];
all.push( point.x + "," + point.y );
}
var firstIndex, firstPt, endPt, holes;
// We check the first loop whether its CW or CCW direction to determine
// whether its shapes or holes first
endPt = all.slice( 1 ).indexOf( all[ 0 ] );
var shapesFirst = this.Triangulate.area( singleCharPoints.slice( 0, endPt + 1 ) ) < 0;
//console.log( singleCharPoints.length, "shapesFirst", shapesFirst );
holes = [];
endPt = -1;
while ( endPt < all.length ) {
firstIndex = endPt + 1;
firstPt = all[ firstIndex ];
endPt = all.slice( firstIndex + 1 ).indexOf( firstPt ) + firstIndex;
if ( endPt <= firstIndex ) break;
var contours = singleCharPoints.slice( firstIndex, endPt + 1 );
if ( shapesFirst ) {
if ( this.Triangulate.area( contours ) < 0 ) {
// we got new isolated shape
if ( firstIndex > 0 ) {
isolatedShapes.push( { shape: shape, holes: holes } );
}
// Save the old shapes, then work on new additional separated shape
shape = contours;
holes = [];
} else {
holes.push( contours );
}
} else {
if ( this.Triangulate.area( contours ) < 0 ) {
isolatedShapes.push( { shape: contours, holes: holes } );
holes = [];
} else {
holes.push( contours );
}
}
endPt++;
}
if ( shapesFirst ) {
isolatedShapes.push( { shape: shape, holes: holes } );
}
}
//console.log("isolatedShapes", isolatedShapes);
// For each isolated shape, find the closest points and break to the hole to allow triangulation
// Find closest points between holes
// we could optimize with
// http://en.wikipedia.org/wiki/Proximity_problems
// http://en.wikipedia.org/wiki/Closest_pair_of_points
// http://stackoverflow.com/questions/1602164/shortest-distance-between-points-algorithm
var prevShapeVert, nextShapeVert,
prevHoleVert, nextHoleVert,
holeIndex, shapeIndex,
shapeId, shapeGroup,
h, h2,
hole, shortest, d,
p, pts1, pts2,
tmpShape1, tmpShape2,
tmpHole1, tmpHole2,
verts = [];
for ( shapeId = 0; shapeId < isolatedShapes.length; shapeId ++ ) {
shapeGroup = isolatedShapes[ shapeId ];
shape = shapeGroup.shape;
holes = shapeGroup.holes;
for ( h = 0; h < holes.length; h++ ) {
// we slice to each hole when neccessary
hole = holes[ h ];
shortest = Number.POSITIVE_INFINITY;
for ( h2 = 0; h2 < hole.length; h2++ ) {
pts1 = hole[ h2 ];
for ( p = 0; p < shape.length; p++ ) {
pts2 = shape[ p ];
d = pts1.distanceTo( pts2 );
if ( d < shortest ) {
shortest = d;
holeIndex = h2;
shapeIndex = p;
}
}
}
prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
var areaapts = [];
areaapts.push( hole[ holeIndex ] );
areaapts.push( shape[ shapeIndex ] );
areaapts.push( shape[ prevShapeVert ] );
var areaa = this.Triangulate.area( areaapts );
var areabpts = [];
areabpts.push( hole[ holeIndex ] );
areabpts.push( hole[ prevHoleVert ] );
areabpts.push( shape[ shapeIndex ] );
var areab = this.Triangulate.area( areabpts );
var shapeOffset =1;
var holeOffset = -1;
var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
shapeIndex += shapeOffset;
holeIndex += holeOffset;
if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
shapeIndex %= shape.length;
if ( holeIndex < 0 ) { holeIndex += hole.length; }
holeIndex %= shape.length;
prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
areaapts = [];
areaapts.push( hole[ holeIndex ] );
areaapts.push( shape[ shapeIndex ] );
areaapts.push( shape[ prevShapeVert ] );
var areaa2 = this.Triangulate.area( areaapts );
areabpts = [];
areabpts.push( hole[ holeIndex ] );
areabpts.push( hole[ prevHoleVert ] );
areabpts.push( shape[ shapeIndex ] );
var areab2 = this.Triangulate.area( areabpts );
if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
shapeIndex = oldShapeIndex;
holeIndex = oldHoleIndex ;
if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
shapeIndex %= shape.length;
if ( holeIndex < 0 ) { holeIndex += hole.length; }
holeIndex %= shape.length;
prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
}
tmpShape1 = shape.slice( 0, shapeIndex );
tmpShape2 = shape.slice( shapeIndex );
tmpHole1 = hole.slice( holeIndex );
tmpHole2 = hole.slice( 0, holeIndex );
verts.push( hole[ holeIndex ] );
verts.push( shape[ shapeIndex ] );
verts.push( shape[ prevShapeVert ] );
verts.push( hole[ holeIndex ] );
verts.push( hole[ prevHoleVert ] );
verts.push( shape[ shapeIndex ] );
shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
}
shapeGroup.shape = shape;
}
var triangulatedPoints = [];
var triangulatedFaces = [];
var lastTriangles = 0;
for ( shapeId = 0; shapeId < isolatedShapes.length; shapeId ++ ) {
shapeGroup = isolatedShapes[ shapeId ];
shape = shapeGroup.shape;
triangulatedPoints = triangulatedPoints.concat( shape );
var triangles = THREE.FontUtils.Triangulate( shape, true );
// We need to offset vertex indices for faces
for ( var v = 0; v < triangles.length; v++ ) {
var face = triangles[ v ];
face[ 0 ] += lastTriangles;
face[ 1 ] += lastTriangles;
face[ 2 ] += lastTriangles;
}
triangulatedFaces = triangulatedFaces.concat( triangles );
lastTriangles += shape.length;
}
// Now we push the "cut" vertices back to the triangulated indices.
//console.log("we have verts.length",verts.length,verts);
var v, j, k, l, found, face;
for ( v = 0; v < verts.length / 3; v++ ) {
face = [];
for ( k = 0; k < 3; k++ ) {
found = false;
for ( j = 0; j < triangulatedPoints.length && !found; j++ ) {
l = v * 3 + k;
if ( triangulatedPoints[ j ].equals( verts[ l ] ) ) {
face.push( j );
found = true;
}
}
// you would not wish to reach this point of code, something went wrong
if ( !found ) {
triangulatedPoints.push( verts[ l ] );
face.push( triangulatedPoints.length - 1 );
console.log( "not found" )
}
}
triangulatedFaces.push( face );
}
//console.log( "triangles", triangulatedFaces.length, "points", triangulatedPoints );
return {
points: triangulatedPoints,
faces: triangulatedFaces
};
},*/
drawText
:
function
(
text
)
{
var
characterPts
=
[],
allPts
=
[];
...
...
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