ply

geometry methods

by grano

HTML

<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/PLYLoader.js"></script>
<script src="https://people.sc.fsu.edu/~jburkardt/data/ply/airplane.ply"></script>
<!-- uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
 -->
<script id="vs" type="x-shader/x-vertex">

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>

<script id="fs" type="x-shader/x-fragment">
void main() {
    gl_FragColor = vec4(1, 0, 0, 0.1);
}
</script>

CSS

body {
  overflow: hidden;
}

JavaScript

var camera, scene, renderer;
var geometry, material, mesh;

init();
animate();

function init() {

  camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
  camera.position.z = 1000;
  scene = new THREE.Scene();

  var dirLight = new THREE.DirectionalLight(0xffffff, 1);
  dirLight.position.set(1, 1, 1);
  scene.add(dirLight);
  
  var ambLight = new THREE.AmbientLight(0x000022);
  scene.add(ambLight);

  var filename = "https://cdn.rawgit.com/mrdoob/three.js/master/examples/models/ply/ascii/dolphins.ply";
  var loader = new THREE.PLYLoader();
  loader.load(
    filename,
    function(geometry) {
	var wireframeGeometry = new THREE.WireframeGeometry( geometry );
		
//		var material = new THREE.RawShaderMaterial( {
var material = new THREE.ShaderMaterial( {
        transparent: true,
				vertexShader: document.getElementById( 'vs' ).textContent,
				fragmentShader: document.getElementById( 'fs' ).textContent
        
		} );
    

    lines = new THREE.LineSegments( wireframeGeometry, material );
    scene.add( lines );

  })

  renderer = new THREE.WebGLRenderer({antialias: true});
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x00cccc);
  document.body.appendChild(renderer.domElement);
}

var delta = 0;

function animate() {


  requestAnimationFrame(animate);
//  mesh.rotation.y += 0.01;

if (lines) {
    lines.rotation.x += 0.01;
    lines.rotation.y += 0.02;

}

  renderer.render(scene, camera);
}