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webgl_buffergeometry_lines_indexed.html
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webgl_buffergeometry_lines_indexed.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - buffergeometry - lines - indexed</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - buffergeometry - lines - indexed</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
let container, stats;
let camera, scene, renderer;
let parent_node;
init();
animate();
function init() {
container = document.getElementById('container');
camera = new v3d.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 9000;
scene = new v3d.Scene();
const geometry = new v3d.BufferGeometry();
const material = new v3d.LineBasicMaterial({ vertexColors: true });
const indices = [];
const positions = [];
const colors = [];
let next_positions_index = 0;
//
const iteration_count = 4;
const rangle = 60 * Math.PI / 180.0;
function add_vertex(v) {
if (next_positions_index == 0xffff) console.error('Too many points.');
positions.push(v.x, v.y, v.z);
colors.push(Math.random() * 0.5 + 0.5, Math.random() * 0.5 + 0.5, 1);
return next_positions_index ++;
}
// simple Koch curve
function snowflake_iteration(p0, p4, depth) {
if (-- depth < 0) {
const i = next_positions_index - 1; // p0 already there
add_vertex(p4);
indices.push(i, i + 1);
return;
}
const v = p4.clone().sub(p0);
const v_tier = v.clone().multiplyScalar(1 / 3);
const p1 = p0.clone().add(v_tier);
const angle = Math.atan2(v.y, v.x) + rangle;
const length = v_tier.length();
const p2 = p1.clone();
p2.x += Math.cos(angle) * length;
p2.y += Math.sin(angle) * length;
const p3 = p0.clone().add(v_tier).add(v_tier);
snowflake_iteration(p0, p1, depth);
snowflake_iteration(p1, p2, depth);
snowflake_iteration(p2, p3, depth);
snowflake_iteration(p3, p4, depth);
}
function snowflake(points, loop, x_offset) {
for (let iteration = 0; iteration != iteration_count; iteration ++) {
add_vertex(points[0]);
for (let p_index = 0, p_count = points.length - 1; p_index != p_count; p_index ++) {
snowflake_iteration(points[p_index], points[p_index + 1], iteration);
}
if (loop) snowflake_iteration(points[points.length - 1], points[0], iteration);
// translate input curve for next iteration
for (let p_index = 0, p_count = points.length; p_index != p_count; p_index ++) {
points[p_index].x += x_offset;
}
}
}
let y = 0;
snowflake(
[
new v3d.Vector3(0, y, 0),
new v3d.Vector3(500, y, 0)
],
false, 600
);
y += 600;
snowflake(
[
new v3d.Vector3(0, y, 0),
new v3d.Vector3(250, y + 400, 0),
new v3d.Vector3(500, y, 0)
],
true, 600
);
y += 600;
snowflake(
[
new v3d.Vector3(0, y, 0),
new v3d.Vector3(500, y, 0),
new v3d.Vector3(500, y + 500, 0),
new v3d.Vector3(0, y + 500, 0)
],
true, 600
);
y += 1000;
snowflake(
[
new v3d.Vector3(250, y, 0),
new v3d.Vector3(500, y, 0),
new v3d.Vector3(250, y, 0),
new v3d.Vector3(250, y + 250, 0),
new v3d.Vector3(250, y, 0),
new v3d.Vector3(0, y, 0),
new v3d.Vector3(250, y, 0),
new v3d.Vector3(250, y - 250, 0),
new v3d.Vector3(250, y, 0)
],
false, 600
);
//
geometry.setIndex(indices);
geometry.setAttribute('position', new v3d.Float32BufferAttribute(positions, 3));
geometry.setAttribute('color', new v3d.Float32BufferAttribute(colors, 3));
geometry.computeBoundingSphere();
const lineSegments = new v3d.LineSegments(geometry, material);
lineSegments.position.x -= 1200;
lineSegments.position.y -= 1200;
parent_node = new v3d.Object3D();
parent_node.add(lineSegments);
scene.add(parent_node);
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputEncoding = v3d.sRGBEncoding;
container.appendChild(renderer.domElement);
//
stats = new Stats();
container.appendChild(stats.dom);
//
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
const time = Date.now() * 0.001;
parent_node.rotation.z = time * 0.5;
renderer.render(scene, camera);
}
</script>
</body>
</html>