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);
}