Plane vertex manipulation experiment

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4,363 Kb
Views
16,192

How do I make an plane vertex manipulation experiment?

Playing around with input based vertex manipulation over a plane, using Three.jsTODO: add camera controls. What is a plane vertex manipulation experiment? How do you make a plane vertex manipulation experiment? This script and codes were developed by Ross B on 24 November 2022, Thursday.

Plane vertex manipulation experiment Previews

Plane vertex manipulation experiment - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Plane vertex manipulation experiment</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
</head>
<body> <script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/6859/tween.min_1.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/OrbitControls.js'></script> <script src="js/index.js"></script>
</body>
</html>

Plane vertex manipulation experiment - Script Codes JS Codes

'use strict';
var _THREE = THREE;
var Mesh = _THREE.Mesh;
var Scene = _THREE.Scene;
var Vector2 = _THREE.Vector2;
var SpotLight = _THREE.SpotLight;
var Raycaster = _THREE.Raycaster;
var WebGLRenderer = _THREE.WebGLRenderer;
var PlaneGeometry = _THREE.PlaneGeometry;
var HemisphereLight = _THREE.HemisphereLight;
var PerspectiveCamera = _THREE.PerspectiveCamera;
var MeshPhongMaterial = _THREE.MeshPhongMaterial;
var scene = new Scene();
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new PerspectiveCamera(75, aspectRatio, 0.1, 1000);
var renderer = new WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new PlaneGeometry(2, 2, 8, 8);
var material = new MeshPhongMaterial({ color: 0xddddf4, specular: 0x009900, shininess: 30, shading: THREE.FlatShading, side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
var light = new HemisphereLight(0x0d0d0d, 0x59b3a1, 1);
scene.add(light);
var spotLight = new SpotLight(0x202230);
spotLight.position.set(0, 3, 5);
scene.add(spotLight);
camera.position.z = 1;
var raycaster = new Raycaster();
var mouse = new Vector2();
function onMouseMove(event) { // calculate mouse position in normalized device coordinates // (-1 to +1) for both components mouse.x = event.clientX / window.innerWidth * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; plane.rotation.y = mouse.x / 6; plane.rotation.x = -1 * mouse.y / 6;
}
window.addEventListener('mousemove', onMouseMove, false);
var vertexTransitions = [];
for (var i = 0; i < plane.geometry.vertices.length; i++) { vertexTransitions.push({ originalZ: Math.random() / 8, z: 0 });
}
// TODO: figure this out
function neareastVertexToPoint(p, vertices, indicesToTest) { scene.updateMatrixWorld(); var smallestDistance = null; var closestVertexIndex = null; var p1 = p.clone(); p1.applyMatrix3(plane.matrixWorld); indicesToTest.forEach(function (i) { var p2 = vertices[i]; var d = Math.abs(p1.distanceTo(p2)); if (!smallestDistance || d < smallestDistance) { smallestDistance = d; closestVertexIndex = i; } }); return closestVertexIndex;
}
camera.position.y -= 1.3;
camera.rotation.x += 0.8;
var render = function render() { requestAnimationFrame(render); // reset all others vertexTransitions.forEach(function (v) { v.z = v.originalZ; }); // bump nearby vertices raycaster.setFromCamera(mouse, camera); var intersects = raycaster.intersectObject(plane); if (intersects.length > 0) { var face = intersects[0].face; var a = face.a; var b = face.b; var c = face.c; vertexTransitions[a].z = 0.15; vertexTransitions[b].z = 0.15; vertexTransitions[c].z = 0.15; if (!window.once) { console.log(intersects[0].face); window.once = true; } } // Tween vertices z plane.geometry.vertices.forEach(function (v, i) { var targetZ = vertexTransitions[i].z; // Check if vertexes z is still changing if (v.z !== targetZ) { // Z needs increase if (v.z > targetZ) { v.z -= (v.z - targetZ) / 10; } else { // z needs to be reduced v.z += (targetZ - v.z) / 5; } } }); plane.geometry.verticesNeedUpdate = true; renderer.render(scene, camera);
};
render();
Plane vertex manipulation experiment - Script Codes
Plane vertex manipulation experiment - Script Codes
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Developer Ross B
Username rocbear
Uploaded November 24, 2022
Rating 3.5
Size 4,363 Kb
Views 16,192
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