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aa9ae9a1
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aa9ae9a1
编写于
12月 06, 2019
作者:
M
Mr.doob
浏览文件
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Examples: Clean up.
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1 changed file
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examples/webgl_instancing_raycast.html
examples/webgl_instancing_raycast.html
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examples/webgl_instancing_raycast.html
浏览文件 @
aa9ae9a1
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - instancing - raycast
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"main.css"
>
</head>
<body>
<script
type=
"module"
>
<head>
<title>
three.js webgl - instancing - raycast
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"main.css"
>
</head>
<body>
<script
type=
"module"
>
import
*
as
THREE
from
'
../build/three.module.js
'
;
import
*
as
THREE
from
'
../build/three.module.js
'
;
import
Stats
from
'
./jsm/libs/stats.module.js
'
;
import
{
GUI
}
from
'
./jsm/libs/dat.gui.module.js
'
;
import
{
OrbitControls
}
from
"
./jsm/controls/OrbitControls.js
"
;
import
Stats
from
'
./jsm/libs/stats.module.js
'
;
import
{
GUI
}
from
'
./jsm/libs/dat.gui.module.js
'
;
import
{
OrbitControls
}
from
"
./jsm/controls/OrbitControls.js
"
;
var
camera
,
scene
,
renderer
,
stats
;
var
camera
,
scene
,
renderer
,
stats
;
var
mesh
;
var
amount
=
parseInt
(
window
.
location
.
search
.
substr
(
1
)
)
||
10
;
var
count
=
Math
.
pow
(
amount
,
3
);
var
mesh
;
var
amount
=
parseInt
(
window
.
location
.
search
.
substr
(
1
)
)
||
10
;
var
count
=
Math
.
pow
(
amount
,
3
);
var
raycaster
=
new
THREE
.
Raycaster
();
var
mouse
=
new
THREE
.
Vector2
(
1
,
1
);
var
raycaster
=
new
THREE
.
Raycaster
();
var
mouse
=
new
THREE
.
Vector2
(
1
,
1
);
var
rotationTheta
=
0.1
;
var
rotationMatrix
=
new
THREE
.
Matrix4
().
makeRotationY
(
rotationTheta
);
var
instanceMatrix
=
new
THREE
.
Matrix4
();
var
matrix
=
new
THREE
.
Matrix4
();
var
rotationMatrix
=
new
THREE
.
Matrix4
().
makeRotationY
(
0.1
);
var
instanceMatrix
=
new
THREE
.
Matrix4
();
var
matrix
=
new
THREE
.
Matrix4
();
init
();
animate
();
init
();
animate
();
function
init
()
{
function
init
()
{
camera
=
new
THREE
.
PerspectiveCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
0.1
,
100
);
camera
.
position
.
set
(
amount
,
amount
,
amount
);
camera
.
lookAt
(
0
,
0
,
0
);
camera
=
new
THREE
.
PerspectiveCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
0.1
,
100
);
camera
.
position
.
set
(
amount
,
amount
,
amount
);
camera
.
lookAt
(
0
,
0
,
0
);
scene
=
new
THREE
.
Scene
();
scene
=
new
THREE
.
Scene
();
var
light
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0x000088
);
light
.
position
.
set
(
-
1
,
1.5
,
1
);
scene
.
add
(
light
);
var
light
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0x000088
);
light
.
position
.
set
(
-
1
,
1.5
,
1
);
scene
.
add
(
light
);
var
light
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0x880000
,
0.5
);
light
.
position
.
set
(
-
1
,
-
1.5
,
-
1
);
scene
.
add
(
light
);
var
light
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0x880000
,
0.5
);
light
.
position
.
set
(
-
1
,
-
1.5
,
-
1
);
scene
.
add
(
light
);
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
0.5
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
flatShading
:
true
}
);
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
0.5
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
flatShading
:
true
}
);
mesh
=
new
THREE
.
InstancedMesh
(
geometry
,
material
,
count
);
mesh
=
new
THREE
.
InstancedMesh
(
geometry
,
material
,
count
);
var
i
=
0
;
var
offset
=
(
amount
-
1
)
/
2
;
var
i
=
0
;
var
offset
=
(
amount
-
1
)
/
2
;
var
transform
=
new
THREE
.
Object3D
();
var
transform
=
new
THREE
.
Object3D
();
for
(
var
x
=
0
;
x
<
amount
;
x
++
)
{
for
(
var
x
=
0
;
x
<
amount
;
x
++
)
{
for
(
var
y
=
0
;
y
<
amount
;
y
++
)
{
for
(
var
y
=
0
;
y
<
amount
;
y
++
)
{
for
(
var
z
=
0
;
z
<
amount
;
z
++
)
{
for
(
var
z
=
0
;
z
<
amount
;
z
++
)
{
transform
.
position
.
set
(
offset
-
x
,
offset
-
y
,
offset
-
z
);
transform
.
updateMatrix
();
transform
.
position
.
set
(
offset
-
x
,
offset
-
y
,
offset
-
z
);
transform
.
updateMatrix
();
mesh
.
setMatrixAt
(
i
++
,
transform
.
matrix
);
mesh
.
setMatrixAt
(
i
++
,
transform
.
matrix
);
}
}
}
}
}
}
scene
.
add
(
mesh
);
scene
.
add
(
mesh
);
//
//
var
gui
=
new
GUI
();
gui
.
add
(
mesh
,
'
count
'
,
0
,
count
);
var
gui
=
new
GUI
();
gui
.
add
(
mesh
,
'
count
'
,
0
,
count
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
new
OrbitControls
(
camera
,
renderer
.
domElement
);
new
OrbitControls
(
camera
,
renderer
.
domElement
);
stats
=
new
Stats
();
document
.
body
.
appendChild
(
stats
.
dom
);
stats
=
new
Stats
();
document
.
body
.
appendChild
(
stats
.
dom
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
mousemove
'
,
onMouseMove
,
false
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
mousemove
'
,
onMouseMove
,
false
);
}
}
function
onWindowResize
()
{
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
}
function
onMouseMove
(
event
)
{
function
onMouseMove
(
event
)
{
event
.
preventDefault
();
event
.
preventDefault
();
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
}
}
function
animate
()
{
function
animate
()
{
requestAnimationFrame
(
animate
);
requestAnimationFrame
(
animate
);
render
();
render
();
}
}
function
render
()
{
function
render
()
{
raycaster
.
setFromCamera
(
mouse
,
camera
);
raycaster
.
setFromCamera
(
mouse
,
camera
);
var
intersection
=
raycaster
.
intersectObject
(
mesh
);
var
intersection
=
raycaster
.
intersectObject
(
mesh
);
if
(
intersection
.
length
>
0
)
{
if
(
intersection
.
length
>
0
)
{
mesh
.
getMatrixAt
(
intersection
[
0
].
instanceId
,
instanceMatrix
);
matrix
.
multiplyMatrices
(
instanceMatrix
,
rotationMatrix
);
var
instanceId
=
intersection
[
0
].
instanceId
;
mesh
.
setMatrixAt
(
intersection
[
0
].
instanceId
,
m
atrix
);
mesh
.
instanceMatrix
.
needsUpdate
=
true
;
mesh
.
getMatrixAt
(
instanceId
,
instanceM
atrix
);
matrix
.
multiplyMatrices
(
instanceMatrix
,
rotationMatrix
)
;
}
mesh
.
setMatrixAt
(
instanceId
,
matrix
);
mesh
.
instanceMatrix
.
needsUpdate
=
true
;
renderer
.
render
(
scene
,
camera
);
}
stats
.
update
(
);
renderer
.
render
(
scene
,
camera
);
}
stats
.
update
();
</script>
}
</body>
</script>
</body>
</html>
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