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bower_components | ||
node_modules | ||
*.log | ||
.DS_Store |
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bower_components | ||
node_modules | ||
*.log | ||
.DS_Store | ||
bundle.js | ||
test | ||
test.js | ||
demo/ | ||
.npmignore | ||
LICENSE.md |
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v6 |
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The MIT License (MIT) | ||
Copyright (c) 2015 Matt DesLauriers | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | ||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | ||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | ||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, | ||
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR | ||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE | ||
OR OTHER DEALINGS IN THE SOFTWARE. | ||
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/* | ||
An example rendering a triangulated mesh in Canvas2D. | ||
To test: | ||
npm install | ||
npm run 2d | ||
*/ | ||
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var extractPath = require('extract-svg-path').parse | ||
var loadSvg = require('load-svg') | ||
var createMesh = require('../') | ||
var drawTriangles = require('draw-triangles-2d') | ||
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var canvas = document.createElement('canvas') | ||
var context = canvas.getContext('2d') | ||
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var size = 256 | ||
canvas.width = size | ||
canvas.height = size | ||
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loadSvg('demo/svg/entypo-social/twitter.svg', function (err, svg) { | ||
if (err) throw err | ||
var svgPath = extractPath(svg) | ||
var mesh = createMesh(svgPath, { | ||
scale: 1, | ||
simplify: 0.01 | ||
}) | ||
render(mesh) | ||
}) | ||
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function render (mesh) { | ||
context.clearRect(0, 0, size, size) | ||
context.save() | ||
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var scale = size / 2 | ||
context.translate(size/2, size/2) | ||
context.scale(scale, -scale) | ||
context.beginPath() | ||
context.lineJoin = 'round' | ||
context.lineCap = 'round' | ||
context.lineWidth = 2 / scale | ||
drawTriangles(context, mesh.positions, mesh.cells) | ||
context.fillStyle = '#d86c15' | ||
context.strokeStyle = '#3b3b3b' | ||
context.fill() | ||
context.stroke() | ||
context.restore() | ||
} | ||
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document.body.appendChild(canvas) |
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uniform float animate; | ||
uniform float opacity; | ||
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void main() { | ||
gl_FragColor = vec4(vec3(1.0), opacity); | ||
} |
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/* | ||
This is a more advanced ES6 example, animating and | ||
rendering the triangles with ThreeJS. | ||
To test: | ||
npm install | ||
npm run start | ||
*/ | ||
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import THREE from 'three' | ||
// import createLoop from 'canvas-loop' | ||
import loadSvg from 'load-svg' | ||
import Tweenr from 'tweenr' | ||
import { parse as getSvgPaths } from 'extract-svg-path' | ||
import randomVec3 from 'gl-vec3/random' | ||
import triangleCentroid from 'triangle-centroid' | ||
import reindex from 'mesh-reindex' | ||
import unindex from 'unindex-mesh' | ||
// import shuffle from 'array-shuffle' | ||
import svgMesh3d from '../' | ||
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const createGeom = require('three-simplicial-complex')(THREE) | ||
const fs = require('fs') | ||
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const tweenr = Tweenr({ defaultEase: 'expoOut' }) | ||
const vertShader = fs.readFileSync(__dirname + '/vert.glsl', 'utf8') | ||
const fragShader = fs.readFileSync(__dirname + '/frag.glsl', 'utf8') | ||
let files = fs.readdirSync(__dirname + '/svg') | ||
.filter(file => /\.svg$/.test(file)) | ||
// files = shuffle(files) | ||
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// document.querySelector('.count').innerText = files.length | ||
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const canvas = document.querySelector('canvas') | ||
canvas.addEventListener('touchstart', (ev) => ev.preventDefault()) | ||
canvas.addEventListener('contextmenu', (ev) => ev.preventDefault()) | ||
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const renderer = new THREE.WebGLRenderer({ | ||
canvas: canvas, | ||
antialias: true, | ||
// devicePixelRatio: window.devicePixelRatio | ||
}) | ||
renderer.setClearColor(0x78D8FF, 1) | ||
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const scene = new THREE.Scene() | ||
const camera = new THREE.PerspectiveCamera(50, 1, 0.01, 100) | ||
camera.position.set(0, 0, 5) | ||
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let pointer = 0 | ||
createApp() | ||
nextSvgMesh() | ||
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function nextSvgMesh (delay) { | ||
delay = delay || 0 | ||
var file = files[pointer++ % files.length] | ||
loadSvg('demo/svg/' + file, (err, svg) => { | ||
if (err) throw err | ||
renderSVG(svg, delay) | ||
}) | ||
} | ||
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function renderSVG (svg, delay) { | ||
delay = delay || 0 | ||
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// const wireframe = pointer % 2 === 0 | ||
const wireframe = true | ||
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// grab all <path> data | ||
const svgPath = getSvgPaths(svg) | ||
// triangulate | ||
let complex = svgMesh3d(svgPath, { | ||
scale: 10, | ||
simplify: 0.01, | ||
// play with this value for different aesthetic | ||
randomization: 800 | ||
}) | ||
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// split mesh into separate triangles so no vertices are shared | ||
complex = reindex(unindex(complex.positions, complex.cells)) | ||
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// we will animate the triangles in the vertex shader | ||
const attributes = getAnimationAttributes(complex.positions, complex.cells) | ||
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// build a ThreeJS geometry from the mesh primitive | ||
const geometry = new createGeom(complex) | ||
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// our shader material | ||
const material = new THREE.ShaderMaterial({ | ||
color: 0xffffff, | ||
side: THREE.DoubleSide, | ||
vertexShader: vertShader, | ||
fragmentShader: fragShader, | ||
wireframe: wireframe, | ||
transparent: true, | ||
attributes: attributes, | ||
uniforms: { | ||
opacity: { type: 'f', value: 1 }, | ||
scale: { type: 'f', value: 0 }, | ||
animate: { type: 'f', value: 0 } | ||
} | ||
}) | ||
const mesh = new THREE.Mesh(geometry, material) | ||
scene.add(mesh) | ||
const interval = 2 + delay | ||
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// explode in | ||
tweenr.to(material.uniforms.animate, { | ||
value: 1, duration: 1.5, delay: delay, ease: 'expoInOut' | ||
}) | ||
tweenr.to(material.uniforms.scale, { | ||
value: 1, duration: 1, delay: delay | ||
}) | ||
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// explode out | ||
// tweenr.to(material.uniforms.scale, { | ||
// delay: interval, value: 0, duration: 0.75, ease: 'expoIn' | ||
// }) | ||
// tweenr.to(material.uniforms.animate, { | ||
// duration: 0.75, value: 0, delay: interval | ||
// }).on('complete', () => { | ||
// geometry.dispose() | ||
// geometry.vertices.length = 0 | ||
// scene.remove(mesh) | ||
// // nextSvgMesh() | ||
// }) | ||
} | ||
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function getAnimationAttributes (positions, cells) { | ||
const directions = [] | ||
const centroids = [] | ||
for (let i=0; i<cells.length; i++) { | ||
const [ f0, f1, f2 ] = cells[i] | ||
const triangle = [ positions[f0], positions[f1], positions[f2] ] | ||
const center = triangleCentroid(triangle) | ||
const dir = new THREE.Vector3().fromArray(center) | ||
centroids.push(dir, dir, dir) | ||
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const random = randomVec3([], Math.random()) | ||
const anim = new THREE.Vector3().fromArray(random) | ||
directions.push(anim, anim, anim) | ||
} | ||
return { | ||
direction: { type: 'v3', value: directions }, | ||
centroid: { type: 'v3', value: centroids } | ||
} | ||
} | ||
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function createApp () { | ||
// const app = createLoop(canvas, { scale: renderer.devicePixelRatio }) | ||
// .start() | ||
// .on('tick', render) | ||
// .on('resize', resize) | ||
window.addEventListener('resize', resize); | ||
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function resize () { | ||
// var [ width, height ] = app.shape | ||
var width = window.innerWidth; | ||
var height = window.innerHeight; | ||
camera.aspect = width / height | ||
renderer.setSize(width, height, false) | ||
camera.updateProjectionMatrix() | ||
render() | ||
} | ||
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function render () { | ||
renderer.render(scene, camera) | ||
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setTimeout(() => render(), 100); | ||
} | ||
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resize() | ||
} |
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attribute vec3 direction; | ||
attribute vec3 centroid; | ||
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uniform float animate; | ||
uniform float opacity; | ||
uniform float scale; | ||
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#define PI 3.14 | ||
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void main() { | ||
// rotate the triangles | ||
// each half rotates the opposite direction | ||
float theta = (1.0 - animate) * (PI * 1.5) * sign(centroid.x); | ||
mat3 rotMat = mat3( | ||
vec3(cos(theta), 0.0, sin(theta)), | ||
vec3(0.0, 1.0, 0.0), | ||
vec3(-sin(theta), 0.0, cos(theta)) | ||
); | ||
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// push outward | ||
vec3 offset = mix(vec3(0.0), direction.xyz * rotMat, 1.0 - animate); | ||
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// scale triangles to their centroids | ||
vec3 tPos = mix(centroid.xyz, position.xyz, scale) + offset; | ||
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gl_Position = projectionMatrix * | ||
modelViewMatrix * | ||
vec4(tPos, 1.0); | ||
} |
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