提交 b151edf2 编写于 作者: M Mr.doob

Simplified skyboxes handling in examples.

上级 fb248f5b
......@@ -138,7 +138,7 @@
var container, stats;
var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;
var m, mi;
......@@ -168,10 +168,9 @@
// CAMERAS
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 100000 );
cameraCube = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 100000 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );
scene.add( camera );
cameraCube = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 100000 );
sceneCube.add( cameraCube );
// LIGHTS
......@@ -609,20 +608,13 @@
var timer = -0.0002 * Date.now();
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.x = 1000 * Math.cos( timer );
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.z = 1000 * Math.sin( timer );
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;
cameraCube.lookAt( cubeTarget );
renderer.clear();
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
......
......@@ -596,9 +596,8 @@
var timer = -0.0002 * Date.now();
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.x = 1000 * Math.cos( timer );
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.position.z = 1000 * Math.sin( timer );
camera.lookAt( scene.position );
......
......@@ -47,9 +47,9 @@
var container, stats;
var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;
var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var loader;
......@@ -76,11 +76,9 @@
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.z = 2000;
scene.add( camera );
cameraCube = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 100 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );
scene.add( camera );
sceneCube.add( cameraCube );
// LIGHTS
......@@ -207,21 +205,15 @@
var timer = -0.0002 * Date.now();
lightMesh.position.x = 1500 * Math.cos( timer );
lightMesh.position.z = 1500 * Math.sin( timer );
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;
cameraCube.lookAt( cubeTarget );
lightMesh.position.x = 1500 * Math.cos( timer );
lightMesh.position.z = 1500 * Math.sin( timer );
renderer.clear();
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
......
......@@ -46,9 +46,9 @@
var container;
var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;
var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];
var directionalLight, pointLight;
......@@ -74,12 +74,12 @@
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 3200;
scene.add( camera );
cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );
scene.add( camera );
sceneCube.add( cameraCube );
var geometry = new THREE.SphereGeometry( 100, 32, 16 );
......@@ -159,17 +159,6 @@
var timer = 0.0001 * Date.now();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;
cameraCube.lookAt( cubeTarget );
for ( var i = 0, il = spheres.length; i < il; i ++ ) {
var sphere = spheres[ i ];
......@@ -179,7 +168,12 @@
}
renderer.clear();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
......
......@@ -47,7 +47,7 @@
var camera, scene, renderer;
var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];
var directionalLight, pointLight;
......
......@@ -46,9 +46,9 @@
var container;
var camera, scene, renderer;
var cameraCube, sceneCube, cubeTarget;
var cameraCube, sceneCube;
var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];
var directionalLight, pointLight;
......@@ -73,11 +73,9 @@
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 3200;
scene.add( camera );
cameraCube = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
cubeTarget = new THREE.Vector3( 0, 0, 0 );
scene.add( camera );
sceneCube.add( cameraCube );
var geometry = new THREE.SphereGeometry( 100, 32, 16 );
......@@ -157,17 +155,6 @@
var timer = 0.0001 * Date.now();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
cubeTarget.x = - camera.position.x;
cubeTarget.y = - camera.position.y;
cubeTarget.z = - camera.position.z;
cameraCube.lookAt( cubeTarget );
for ( var i = 0, il = spheres.length; i < il; i ++ ) {
var sphere = spheres[ i ];
......@@ -177,7 +164,12 @@
}
renderer.clear();
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
renderer.render( sceneCube, cameraCube );
renderer.render( scene, camera );
......
......@@ -50,7 +50,7 @@
var camera, scene, renderer;
var mesh, zmesh, lightMesh, geometry;
var mesh, lightMesh, geometry;
var spheres = [];
var directionalLight, pointLight;
......
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