Smooth shading on perspective spheres
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@ -0,0 +1,30 @@
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var toGeometry = function (bg) {
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// The following snipped is from Mattatz - Masatatsu Nakamura http://mattatz.org
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var attrib = bg.getAttribute('position');
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if(attrib === undefined) {
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throw new Error('a given BufferGeometry object must have a position attribute.');
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}
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var positions = attrib.array;
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var vertices = [];
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for(var i = 0, n = positions.length; i < n; i += 3) {
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var x = positions[i];
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var y = positions[i + 1];
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var z = positions[i + 2];
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vertices.push(new THREE.Vector3(x, y, z));
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}
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var faces = [];
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for(var i = 0, n = vertices.length; i < n; i += 3) {
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faces.push(new THREE.Face3(i, i + 1, i + 2));
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}
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var geometry = new THREE.Geometry();
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geometry.vertices = vertices;
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geometry.faces = faces;
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geometry.computeFaceNormals();
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return geometry;
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}
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@ -20,6 +20,7 @@
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<script src="/js/FixedCamera.js"></script>
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<script src="/js/CameraContainer.js"></script>
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<script src="/js/Tools.js"></script>
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<script src="/js/BufferGeometryToGeometry.js"></script>
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<script src="js/main.js"></script>
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</body>
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@ -135,11 +135,14 @@ function loadScene() {
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if (child instanceof THREE.Mesh ) {
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child.material.color.setHex(colors[i]);
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child.up = new THREE.Vector3(0,0,1);
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child.geometry.computeVertexNormals();
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child.translateX(positions[i].x);
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child.translateY(positions[i].y);
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child.translateZ(positions[i].z);
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new_id = child.id;
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child.geometry = toGeometry(child.geometry);
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child.geometry.mergeVertices();
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child.geometry.computeFaceNormals();
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child.geometry.computeVertexNormals();
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}
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});
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spheres[i] = object;
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