three#Float32BufferAttribute TypeScript Examples
The following examples show how to use
three#Float32BufferAttribute.
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Example #1
Source File: MapNodeGeometry.ts From geo-three with MIT License | 6 votes |
/**
* Map node geometry constructor.
*
* @param width - Width of the node.
* @param height - Height of the node.
* @param widthSegments - Number of subdivisions along the width.
* @param heightSegments - Number of subdivisions along the height.
* @param skirt - Skirt around the plane to mask gaps between tiles.
*/
public constructor(width: number = 1.0, height: number = 1.0, widthSegments: number = 1.0, heightSegments: number = 1.0, skirt: boolean = false, skirtDepth: number = 10.0)
{
super();
// Buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// Build plane
MapNodeGeometry.buildPlane(width, height, widthSegments, heightSegments, indices, vertices, normals, uvs);
// Generate the skirt
if (skirt)
{
MapNodeGeometry.buildSkirt(width, height, widthSegments, heightSegments, skirtDepth, indices, vertices, normals, uvs);
}
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
Example #2
Source File: MapNodeHeightGeometry.ts From geo-three with MIT License | 5 votes |
/**
* Map node geometry constructor.
*
* @param width - Width of the node.
* @param height - Height of the node.
* @param widthSegments - Number of subdivisions along the width.
* @param heightSegments - Number of subdivisions along the height.
* @param skirt - Skirt around the plane to mask gaps between tiles.
*/
public constructor(width: number = 1.0, height: number = 1.0, widthSegments: number = 1.0, heightSegments: number = 1.0, skirt: boolean = false, skirtDepth: number = 10.0, imageData: ImageData = null, calculateNormals: boolean = true)
{
super();
// Buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// Build plane
MapNodeGeometry.buildPlane(width, height, widthSegments, heightSegments, indices, vertices, normals, uvs);
const data = imageData.data;
for (let i = 0, j = 0; i < data.length && j < vertices.length; i += 4, j += 3)
{
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
// The value will be composed of the bits RGB
const value = (r * 65536 + g * 256 + b) * 0.1 - 1e4;
vertices[j + 1] = value;
}
// Generate the skirt
if (skirt)
{
MapNodeGeometry.buildSkirt(width, height, widthSegments, heightSegments, skirtDepth, indices, vertices, normals, uvs);
}
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
if (calculateNormals)
{
this.computeNormals(widthSegments, heightSegments);
}
}
Example #3
Source File: MapSphereNodeGeometry.ts From geo-three with MIT License | 5 votes |
/**
* Map sphere geometry constructor.
*
* @param width - Width of the node.
* @param height - Height of the node.
* @param widthSegments - Number of subdivisions along the width.
* @param heightSegments - Number of subdivisions along the height.
*/
public constructor(radius: number, widthSegments: number, heightSegments: number, phiStart: number, phiLength: number, thetaStart: number, thetaLength: number)
{
super();
const thetaEnd = thetaStart + thetaLength;
let index = 0;
const grid = [];
const vertex = new Vector3();
const normal = new Vector3();
// Buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// Generate vertices, normals and uvs
for (let iy = 0; iy <= heightSegments; iy++)
{
const verticesRow = [];
const v = iy / heightSegments;
for (let ix = 0; ix <= widthSegments; ix++)
{
const u = ix / widthSegments;
// Vertex
vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
vertices.push(vertex.x, vertex.y, vertex.z);
// Normal
normal.set(vertex.x, vertex.y, vertex.z).normalize();
normals.push(normal.x, normal.y, normal.z);
// UV
uvs.push(u, 1 - v);
verticesRow.push(index++);
}
grid.push(verticesRow);
}
// Indices
for (let iy = 0; iy < heightSegments; iy++)
{
for (let ix = 0; ix < widthSegments; ix++)
{
const a = grid[iy][ix + 1];
const b = grid[iy][ix];
const c = grid[iy + 1][ix];
const d = grid[iy + 1][ix + 1];
if (iy !== 0 || thetaStart > 0)
{
indices.push(a, b, d);
}
if (iy !== heightSegments - 1 || thetaEnd < Math.PI)
{
indices.push(b, c, d);
}
}
}
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
}
Example #4
Source File: MapMartiniHeightNode.ts From geo-three with MIT License | 5 votes |
/**
* Process the height texture received from the tile data provider.
*
* @param image - Image element received by the tile provider.
*/
public async onHeightImage(image: HTMLImageElement): Promise<void>
{
const tileSize = image.width;
const gridSize = tileSize + 1;
var canvas = CanvasUtils.createOffscreenCanvas(tileSize, tileSize);
var context = canvas.getContext('2d');
context.imageSmoothingEnabled = false;
context.drawImage(image, 0, 0, tileSize, tileSize, 0, 0, canvas.width, canvas.height);
var imageData = context.getImageData(0, 0, canvas.width, canvas.height);
var data = imageData.data;
const terrain = MapMartiniHeightNode.getTerrain(data, tileSize, this.elevationDecoder);
const martini = new Martini(gridSize);
const tile = martini.createTile(terrain);
const {vertices, triangles} = tile.getMesh(typeof this.meshMaxError === 'function' ? this.meshMaxError(this.level) : this.meshMaxError);
const attributes = MapMartiniHeightNode.getMeshAttributes(vertices, terrain, tileSize, [-0.5, -0.5, 0.5, 0.5], this.exageration);
this.geometry = new BufferGeometry();
this.geometry.setIndex(new Uint32BufferAttribute(triangles, 1));
this.geometry.setAttribute('position', new Float32BufferAttribute( attributes.position.value, attributes.position.size));
this.geometry.setAttribute('uv', new Float32BufferAttribute( attributes.uv.value, attributes.uv.size));
this.geometry.rotateX(Math.PI);
var texture = new Texture(image);
texture.generateMipmaps = false;
texture.format = RGBAFormat;
texture.magFilter = NearestFilter;
texture.minFilter = NearestFilter;
texture.needsUpdate = true;
this.material.userData.heightMap.value = texture;
// @ts-ignore
this.material.map = texture;
// @ts-ignore
this.material.needsUpdate = true;
}