提交 9bf2b8e0 编写于 作者: M Mugen87

Examples: Clean up

上级 c5de9812
......@@ -225,20 +225,15 @@
cubeTexture = new THREE.Texture( undefined, THREE.UVMapping, THREE.RepeatWrapping, THREE.RepeatWrapping );
canvas = new CanvasTexture( cubeTexture );
var cubeMaterial = new THREE.MeshBasicMaterial( { map: cubeTexture } );
var cubeGeometry = new THREE.BoxGeometry( 20, 20, 20 );
var cubeGeometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
var uvs = cubeGeometry.attributes.uv.array;
// Set a specific texture mapping.
var uvs;
for ( var i = 0; i < cubeGeometry.faceVertexUvs[ 0 ].length; i ++ ) {
uvs = cubeGeometry.faceVertexUvs[ 0 ][ i ];
for ( var j = 0; j < 3; j ++ ) {
for ( var i = 0; i < uvs.length; i ++ ) {
if ( uvs[ j ].x < 0.1 ) uvs[ j ].x = - 1;
if ( uvs[ j ].y < 0.1 ) uvs[ j ].y = - 1;
uvs[ i ] *= 2;
}
}
var cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.position.x = 4;
cube.position.y = - 5;
......
......@@ -323,22 +323,8 @@
var textureCube = new THREE.CubeTextureLoader().load( urls );
textureCube.format = THREE.RGBFormat;
var skyboxShader = THREE.ShaderLib[ "cube" ];
skyboxShader.uniforms[ "tCube" ].value = textureCube;
var skyboxMaterial = new THREE.ShaderMaterial( {
fragmentShader: skyboxShader.fragmentShader,
vertexShader: skyboxShader.vertexShader,
uniforms: skyboxShader.uniforms,
depthWrite: false,
side: THREE.BackSide
} ),
mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
sceneCube.add( mesh );
sceneCube.background = textureCube;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
......
......@@ -241,7 +241,7 @@
// CUBES
var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1500, 220, 150 ), planeMaterial );
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1500, 220, 150 ), planeMaterial );
mesh.position.y = FLOOR - 50;
mesh.position.z = 20;
......@@ -251,7 +251,7 @@
scene.add( mesh );
var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1600, 170, 250 ), planeMaterial );
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1600, 170, 250 ), planeMaterial );
mesh.position.y = FLOOR - 50;
mesh.position.z = 20;
......
......@@ -212,7 +212,7 @@
// CUBES
var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1500, 220, 150 ), planeMaterial );
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1500, 220, 150 ), planeMaterial );
mesh.position.y = FLOOR - 50;
mesh.position.z = 20;
......@@ -222,7 +222,7 @@
scene.add( mesh );
var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1600, 170, 250 ), planeMaterial );
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1600, 170, 250 ), planeMaterial );
mesh.position.y = FLOOR - 50;
mesh.position.z = 20;
......
......@@ -60,7 +60,7 @@
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
room = new THREE.Mesh(
new THREE.BoxGeometry( 6, 6, 6, 8, 8, 8 ),
new THREE.BoxBufferGeometry( 6, 6, 6, 8, 8, 8 ),
new THREE.MeshBasicMaterial( { color: 0x404040, wireframe: true } )
);
room.position.y = 3;
......@@ -72,7 +72,7 @@
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
var geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
var geometry = new THREE.BoxBufferGeometry( 0.2, 0.2, 0.2 );
for ( var i = 0; i < 200; i ++ ) {
......@@ -217,7 +217,7 @@
var cube = room.children[ i ];
if ( cube.geometry instanceof THREE.BoxGeometry === false ) continue;
if ( cube.geometry instanceof THREE.BoxBufferGeometry === false ) continue;
// cube.position.add( cube.userData.velocity );
......
......@@ -71,7 +71,7 @@
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
var geometry = new THREE.BoxGeometry( 0.5, 0.8, 0.5 );
var geometry = new THREE.BoxBufferGeometry( 0.5, 0.8, 0.5 );
var material = new THREE.MeshStandardMaterial( {
color: 0x444444,
roughness: 1.0,
......@@ -93,7 +93,7 @@
scene.add( table );
*/
var geometry = new THREE.PlaneGeometry( 4, 4 );
var geometry = new THREE.PlaneBufferGeometry( 4, 4 );
var material = new THREE.MeshStandardMaterial( {
color: 0x222222,
roughness: 1.0,
......@@ -162,8 +162,8 @@
controller.receiveShadow = true;
// var pivot = new THREE.Group();
// var pivot = new THREE.Mesh( new THREE.BoxGeometry( 0.01, 0.01, 0.01 ) );
var pivot = new THREE.Mesh( new THREE.IcosahedronGeometry( 0.01, 2 ) );
// var pivot = new THREE.Mesh( new THREE.BoxBufferGeometry( 0.01, 0.01, 0.01 ) );
var pivot = new THREE.Mesh( new THREE.IcosahedronBufferGeometry( 0.01, 2 ) );
pivot.name = 'pivot';
pivot.position.y = -0.016;
pivot.position.z = -0.043;
......@@ -230,20 +230,22 @@
scene.add( line );
// Shapes
shapes[ 'tube' ] = getTubeShapes(1.0);
shapes[ 'tube' ] = getTubeShapes( 1.0 );
}
function getTubeShapes(size) {
function getTubeShapes( size ) {
var PI2 = Math.PI * 2;
var sides = 10;
var array = [];
var radius = 0.01 * size;
for( var i = 0; i < sides; i ++ ){
for( var i = 0; i < sides; i ++ ) {
var angle = ( i / sides ) * PI2;
array.push( new THREE.Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) );
}
return array;
......
......@@ -61,7 +61,7 @@
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
var geometry = new THREE.BoxGeometry( 0.5, 0.8, 0.5 );
var geometry = new THREE.BoxBufferGeometry( 0.5, 0.8, 0.5 );
var material = new THREE.MeshStandardMaterial( {
color: 0x444444,
roughness: 1.0,
......@@ -74,7 +74,7 @@
table.receiveShadow = true;
scene.add( table );
var geometry = new THREE.PlaneGeometry( 4, 4 );
var geometry = new THREE.PlaneBufferGeometry( 4, 4 );
var material = new THREE.MeshStandardMaterial( {
color: 0x222222,
roughness: 1.0,
......@@ -139,8 +139,8 @@
controller.castShadow = true;
controller.receiveShadow = true;
// var pivot = new THREE.Mesh( new THREE.BoxGeometry( 0.01, 0.01, 0.01 ) );
var pivot = new THREE.Mesh( new THREE.IcosahedronGeometry( 0.002, 2 ), blob.material );
// var pivot = new THREE.Mesh( new THREE.BoxBufferGeometry( 0.01, 0.01, 0.01 ) );
var pivot = new THREE.Mesh( new THREE.IcosahedronBufferGeometry( 0.002, 2 ), blob.material );
pivot.name = 'pivot';
pivot.position.y = -0.016;
pivot.position.z = -0.043;
......
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