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9d27fb9d
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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9d27fb9d
编写于
12月 27, 2014
作者:
F
Fernando Serrano
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Buffergeometry drawcalls example syntax format
上级
406c33e5
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
39 addition
and
42 deletion
+39
-42
examples/webgl_buffergeometry_drawcalls.html
examples/webgl_buffergeometry_drawcalls.html
+39
-42
未找到文件。
examples/webgl_buffergeometry_drawcalls.html
浏览文件 @
9d27fb9d
...
...
@@ -42,6 +42,7 @@
<script
src=
"js/libs/stats.min.js"
></script>
<script>
var
group
;
var
container
,
stats
;
var
particlesData
=
[];
...
...
@@ -49,14 +50,12 @@
var
positions
,
colors
;
var
pointCloud
;
var
particlePositions
;
var
linesMesh
;
var
maxParticleCount
=
1000
;
var
particleCount
=
500
;
var
r
=
800
;
var
rHalf
=
r
/
2
;
var
linesMesh
;
var
rHalf
=
r
/
2
;
var
effectController
=
{
showDots
:
true
,
...
...
@@ -87,6 +86,7 @@
}
function
init
()
{
initGUI
();
container
=
document
.
getElementById
(
'
container
'
);
...
...
@@ -122,19 +122,19 @@
particles
=
new
THREE
.
BufferGeometry
();
particlePositions
=
new
Float32Array
(
maxParticleCount
*
3
);
for
(
var
i
=
0
;
i
<
maxParticleCount
;
i
++
)
{
for
(
var
i
=
0
;
i
<
maxParticleCount
;
i
++
)
{
var
x
=
Math
.
random
()
*
r
-
r
/
2
;
var
y
=
Math
.
random
()
*
r
-
r
/
2
;
var
z
=
Math
.
random
()
*
r
-
r
/
2
;
particlePositions
[
i
*
3
]
=
x
;
particlePositions
[
i
*
3
+
1
]
=
y
;
particlePositions
[
i
*
3
+
2
]
=
z
;
particlePositions
[
i
*
3
]
=
x
;
particlePositions
[
i
*
3
+
1
]
=
y
;
particlePositions
[
i
*
3
+
2
]
=
z
;
// add it to the geometry
particlesData
.
push
({
velocity
:
new
THREE
.
Vector3
(
-
1
+
Math
.
random
()
*
2
,
-
1
+
Math
.
random
()
*
2
,
-
1
+
Math
.
random
()
*
2
),
velocity
:
new
THREE
.
Vector3
(
-
1
+
Math
.
random
()
*
2
,
-
1
+
Math
.
random
()
*
2
,
-
1
+
Math
.
random
()
*
2
),
numConnections
:
0
});
...
...
@@ -215,59 +215,56 @@
var
colorpos
=
0
;
numConnected
=
0
;
for
(
var
i
=
0
;
i
<
particleCount
;
i
++
)
particlesData
[
i
].
numConnections
=
0
;
for
(
var
i
=
0
;
i
<
particleCount
;
i
++
)
particlesData
[
i
].
numConnections
=
0
;
for
(
var
i
=
0
;
i
<
particleCount
;
i
++
)
{
for
(
var
i
=
0
;
i
<
particleCount
;
i
++
)
{
// get the particle
var
particleData
=
particlesData
[
i
];
particlePositions
[
i
*
3
]
+=
particleData
.
velocity
.
x
;
particlePositions
[
i
*
3
+
1
]
+=
particleData
.
velocity
.
y
;
particlePositions
[
i
*
3
+
2
]
+=
particleData
.
velocity
.
z
;
particlePositions
[
i
*
3
]
+=
particleData
.
velocity
.
x
;
particlePositions
[
i
*
3
+
1
]
+=
particleData
.
velocity
.
y
;
particlePositions
[
i
*
3
+
2
]
+=
particleData
.
velocity
.
z
;
if
(
particlePositions
[
i
*
3
+
1
]
<-
rHalf
||
particlePositions
[
i
*
3
+
1
]
>
rHalf
)
particleData
.
velocity
.
y
=
-
particleData
.
velocity
.
y
;
if
(
particlePositions
[
i
*
3
+
1
]
<
-
rHalf
||
particlePositions
[
i
*
3
+
1
]
>
rHalf
)
particleData
.
velocity
.
y
=
-
particleData
.
velocity
.
y
;
if
(
particlePositions
[
i
*
3
]
<-
rHalf
||
particlePositions
[
i
*
3
]
>
rHalf
)
particleData
.
velocity
.
x
=
-
particleData
.
velocity
.
x
;
if
(
particlePositions
[
i
*
3
]
<
-
rHalf
||
particlePositions
[
i
*
3
]
>
rHalf
)
particleData
.
velocity
.
x
=
-
particleData
.
velocity
.
x
;
if
(
particlePositions
[
i
*
3
+
2
]
<-
rHalf
||
particlePositions
[
i
*
3
+
2
]
>
rHalf
)
particleData
.
velocity
.
z
=
-
particleData
.
velocity
.
z
;
if
(
particlePositions
[
i
*
3
+
2
]
<
-
rHalf
||
particlePositions
[
i
*
3
+
2
]
>
rHalf
)
particleData
.
velocity
.
z
=
-
particleData
.
velocity
.
z
;
//if (effectController.maxConnections
if
(
effectController
.
limitConnections
&&
particleData
.
numConnections
>=
effectController
.
maxConnections
)
if
(
effectController
.
limitConnections
&&
particleData
.
numConnections
>=
effectController
.
maxConnections
)
continue
;
// Check collision
for
(
var
j
=
i
+
1
;
j
<
particleCount
;
j
++
)
{
for
(
var
j
=
i
+
1
;
j
<
particleCount
;
j
++
)
{
var
particleDataB
=
particlesData
[
j
];
if
(
effectController
.
limitConnections
&&
particleDataB
.
numConnections
>=
effectController
.
maxConnections
)
var
particleDataB
=
particlesData
[
j
];
if
(
effectController
.
limitConnections
&&
particleDataB
.
numConnections
>=
effectController
.
maxConnections
)
continue
;
var
dx
=
particlePositions
[
i
*
3
]
-
particlePositions
[
j
*
3
];
var
dy
=
particlePositions
[
i
*
3
+
1
]
-
particlePositions
[
j
*
3
+
1
];
var
dz
=
particlePositions
[
i
*
3
+
2
]
-
particlePositions
[
j
*
3
+
2
];
var
dist
=
Math
.
sqrt
(
dx
*
dx
+
dy
*
dy
+
dz
*
dz
);
//var dist = particle.distanceTo(particleB);
var
dx
=
particlePositions
[
i
*
3
]
-
particlePositions
[
j
*
3
];
var
dy
=
particlePositions
[
i
*
3
+
1
]
-
particlePositions
[
j
*
3
+
1
];
var
dz
=
particlePositions
[
i
*
3
+
2
]
-
particlePositions
[
j
*
3
+
2
];
var
dist
=
Math
.
sqrt
(
dx
*
dx
+
dy
*
dy
+
dz
*
dz
);
if
(
dist
<
effectController
.
minDistance
)
{
if
(
dist
<
effectController
.
minDistance
)
{
particleData
.
numConnections
++
;
particleDataB
.
numConnections
++
;
var
alpha
=
1.0
-
dist
/
effectController
.
minDistance
+
0.2
;
var
alpha
=
1.0
-
dist
/
effectController
.
minDistance
+
0.2
;
positions
[
vertexpos
++
]
=
particlePositions
[
i
*
3
];
positions
[
vertexpos
++
]
=
particlePositions
[
i
*
3
+
1
];
positions
[
vertexpos
++
]
=
particlePositions
[
i
*
3
+
2
];
positions
[
vertexpos
++
]
=
particlePositions
[
i
*
3
];
positions
[
vertexpos
++
]
=
particlePositions
[
i
*
3
+
1
];
positions
[
vertexpos
++
]
=
particlePositions
[
i
*
3
+
2
];
positions
[
vertexpos
++
]
=
particlePositions
[
j
*
3
];
positions
[
vertexpos
++
]
=
particlePositions
[
j
*
3
+
1
];
positions
[
vertexpos
++
]
=
particlePositions
[
j
*
3
+
2
];
positions
[
vertexpos
++
]
=
particlePositions
[
j
*
3
];
positions
[
vertexpos
++
]
=
particlePositions
[
j
*
3
+
1
];
positions
[
vertexpos
++
]
=
particlePositions
[
j
*
3
+
2
];
colors
[
colorpos
++
]
=
alpha
;
...
...
@@ -284,7 +281,7 @@
}
linesMesh
.
geometry
.
drawcalls
[
0
].
count
=
numConnected
*
2
;
linesMesh
.
geometry
.
drawcalls
[
0
].
count
=
numConnected
*
2
;
linesMesh
.
geometry
.
attributes
.
position
.
needsUpdate
=
true
;
linesMesh
.
geometry
.
attributes
.
color
.
needsUpdate
=
true
;
...
...
@@ -301,7 +298,7 @@
var
time
=
Date
.
now
()
*
0.001
;
group
.
rotation
.
y
=
time
*
0.1
;
group
.
rotation
.
y
=
time
*
0.1
;
renderer
.
render
(
scene
,
camera
);
}
...
...
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