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test6.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title></title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/93/three.js"></script>
<script src="https://rawgit.com/spite/THREE.MeshLine/master/src/THREE.MeshLine.js"></script>
<script src="https://rawgit.com/spite/THREE.MeshLine/master/demo/js/OrbitControls.js"></script>
<script src="./drawing-rabbit.js"></script>
<style media="screen">
body {
background: #ccc;
}
canvas, img {
margin: 20px;
outline: 1px solid #eee;
zoom: 0.5;
}
</style>
</head>
<body>
<div class="container"></div>
<img src="./drawing-rabbit.png">
<script type="text/javascript">
var paths = [];
for (var i=0; i < DRAWING.paths.length; i++) {
var points = DRAWING.paths[i].points.split('|').map((p) => p.split(','));
paths[i] = new Float32Array(points.length * 3);
var k = 0;
for (var j=0; j < points.length * 3; j += 3) {
paths[i][j] = points[k][0];
paths[i][j + 1] = -points[k][1];
paths[i][j + 2] = i;
k++;
}
}
var w = 1920 + (200 * 2);
var h = 1080 + (200 * 2);
var resolution = new THREE.Vector2(w, h);
var renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(w, h);
renderer.setPixelRatio(window.devicePixelRatio);
document.querySelector('.container').appendChild(renderer.domElement);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(65, w / h, 1, 10000);
camera.position.set(500, 0, 0);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var meshes = [];
function clearPaths() {
meshes.forEach((p) => scene.remove(p));
meshes = [];
}
var drawingId = 0;
function makePath(index) {
var meshLine = new MeshLine();
meshLine.setGeometry(paths[index]);
// drawingId++;
// if (drawingId >= paths.length) drawingId = 0;
var material = new MeshLineMaterial({
color: new THREE.Color( 0x5ca4a9 ),
sizeAttenuation: false,
resolution: resolution,
lineWidth: 10.0,
near: camera.near,
far: camera.far,
depthWrite: false,
depthTest: false,
transparent: true,
});
mesh = new THREE.Mesh(meshLine.geometry, material);
mesh.lookAt(camera.position);
mesh.position.x -= w;
// mesh.position.y -= h;
// mesh.rotation.y = -Math.PI / 2;
// mesh.rotation.z = Math.PI;
scene.add(mesh);
meshes.push(mesh);
}
function renderDrawing(){
for (var i=0; i < paths.length; i++) {
makePath(i);
}
}
function render() {
requestAnimationFrame(render);
clearPaths();
renderDrawing();
renderer.render(scene, camera);
}
render();
</script>
</body>
</html>