提交 59798ff3 编写于 作者: M Mr.doob

Simplified pyramides code. Normals aren't right though. Normals never were right anyway.

上级 8d33da68
...@@ -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 );
......
...@@ -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 );
......
...@@ -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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