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fktz008
three.js
提交
59798ff3
T
three.js
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
59798ff3
编写于
3月 03, 2012
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Simplified pyramides code. Normals aren't right though. Normals never were right anyway.
上级
8d33da68
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
17 addition
and
39 deletion
+17
-39
examples/misc_camera_path.html
examples/misc_camera_path.html
+6
-15
examples/misc_camera_roll.html
examples/misc_camera_roll.html
+7
-14
examples/misc_camera_trackball.html
examples/misc_camera_trackball.html
+4
-10
未找到文件。
examples/misc_camera_path.html
浏览文件 @
59798ff3
...
@@ -85,24 +85,15 @@
...
@@ -85,24 +85,15 @@
// world
// world
var
cube
=
new
THREE
.
CubeGeometry
(
20
,
60
,
20
);
var
geometry
=
new
THREE
.
CylinderGeometry
(
0
,
10
,
30
,
4
,
1
);
var
material
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
,
shading
:
THREE
.
FlatShading
}
);
cube
.
vertices
[
0
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
1
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
4
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
5
].
position
.
multiplyScalar
(
0.01
);
var
material
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
}
);
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
var
mesh
=
new
THREE
.
Mesh
(
cube
,
material
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
set
(
mesh
.
position
.
x
=
(
Math
.
random
()
-
0.5
)
*
1000
;
(
Math
.
random
()
-
0.5
)
*
1000
,
mesh
.
position
.
y
=
(
Math
.
random
()
-
0.5
)
*
1000
;
(
Math
.
random
()
-
0.5
)
*
1000
,
mesh
.
position
.
z
=
(
Math
.
random
()
-
0.5
)
*
1000
;
(
Math
.
random
()
-
0.5
)
*
1000
);
mesh
.
updateMatrix
();
mesh
.
updateMatrix
();
mesh
.
matrixAutoUpdate
=
false
;
mesh
.
matrixAutoUpdate
=
false
;
scene
.
add
(
mesh
);
scene
.
add
(
mesh
);
...
...
examples/misc_camera_roll.html
浏览文件 @
59798ff3
...
@@ -75,22 +75,15 @@
...
@@ -75,22 +75,15 @@
// world
// world
var
cube
=
new
THREE
.
CubeGeometry
(
20
,
60
,
20
);
var
geometry
=
new
THREE
.
CylinderGeometry
(
0
,
10
,
30
,
4
,
1
);
var
material
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
,
shading
:
THREE
.
FlatShading
}
);
cube
.
vertices
[
0
].
position
.
multiplyScalar
(
0.01
);
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
cube
.
vertices
[
1
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
4
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
5
].
position
.
multiplyScalar
(
0.01
);
var
material
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
}
);
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
var
mesh
=
new
THREE
.
Mesh
(
cube
,
material
);
mesh
.
position
.
set
((
Math
.
random
()
-
0.5
)
*
1000
,
(
Math
.
random
()
-
0.5
)
*
1000
,
(
Math
.
random
()
-
0.5
)
*
1000
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
x
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
y
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
z
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
updateMatrix
();
mesh
.
updateMatrix
();
mesh
.
matrixAutoUpdate
=
false
;
mesh
.
matrixAutoUpdate
=
false
;
scene
.
add
(
mesh
);
scene
.
add
(
mesh
);
...
...
examples/misc_camera_trackball.html
浏览文件 @
59798ff3
...
@@ -85,18 +85,12 @@
...
@@ -85,18 +85,12 @@
// world
// world
var
cube
=
new
THREE
.
CubeGeometry
(
20
,
60
,
20
);
var
geometry
=
new
THREE
.
CylinderGeometry
(
0
,
10
,
30
,
4
,
1
);
var
material
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
,
shading
:
THREE
.
FlatShading
}
);
cube
.
vertices
[
0
].
position
.
multiplyScalar
(
0.01
);
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
cube
.
vertices
[
1
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
4
].
position
.
multiplyScalar
(
0.01
);
cube
.
vertices
[
5
].
position
.
multiplyScalar
(
0.01
);
var
material
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
var
mesh
=
new
THREE
.
Mesh
(
cube
,
material
);
mesh
.
position
.
x
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
x
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
y
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
y
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
z
=
(
Math
.
random
()
-
0.5
)
*
1000
;
mesh
.
position
.
z
=
(
Math
.
random
()
-
0.5
)
*
1000
;
...
...
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