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f3017972
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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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f3017972
编写于
8月 01, 2018
作者:
M
Mr.doob
提交者:
GitHub
8月 01, 2018
浏览文件
操作
浏览文件
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差异文件
Merge pull request #14614 from WestLangley/dev-cleanup
Examples: Clean up
上级
2a55412e
9b12dddd
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
21 addition
and
26 deletion
+21
-26
examples/webgl_buffergeometry_constructed_from_geometry.html
examples/webgl_buffergeometry_constructed_from_geometry.html
+21
-26
未找到文件。
examples/webgl_buffergeometry_constructed_from_geometry.html
浏览文件 @
f3017972
...
...
@@ -30,7 +30,8 @@
<script
type=
"text/javascript"
src=
"js/controls/TrackballControls.js"
></script>
</head>
<body>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
webgl - buffer geometry constructed from geometry - (
<a
target=
"_blank"
href=
"http://callum.com"
>
author
</a>
)
</div>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
webgl - buffer geometry constructed from geometry - by
<a
target=
"_blank"
href=
"http://callum.com"
>
Callum Prentice
</a></div>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
...
...
@@ -42,41 +43,34 @@
function
init
()
{
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
scene
=
new
THREE
.
Scene
();
camera
=
new
THREE
.
PerspectiveCamera
(
45.0
,
window
.
innerWidth
/
window
.
innerHeight
,
100
,
1500.0
);
camera
.
position
.
z
=
480.0
;
scene
.
add
(
new
THREE
.
AmbientLight
(
0x444444
)
);
var
light1
=
new
THREE
.
DirectionalLight
(
0x999999
,
0.1
);
light1
.
position
.
set
(
1
,
1
,
1
);
scene
.
add
(
light1
);
var
light2
=
new
THREE
.
DirectionalLight
(
0x999999
,
1.5
);
light2
.
position
.
set
(
0
,
-
1
,
0
);
scene
.
add
(
light2
);
scene
.
add
(
camera
);
controls
=
new
THREE
.
TrackballControls
(
camera
,
renderer
.
domElement
);
controls
.
minDistance
=
100.0
;
controls
.
maxDistance
=
800.0
;
controls
.
dynamicDampingFactor
=
0.1
;
scene
.
add
(
new
THREE
.
AmbientLight
(
0xffffff
,
0.2
)
);
var
light
=
new
THREE
.
PointLight
(
0xffffff
,
0.7
);
camera
.
add
(
light
);
createScene
();
stats
=
new
Stats
();
document
.
body
.
appendChild
(
stats
.
dom
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
createScene
();
}
function
createGeometry
()
{
...
...
@@ -123,23 +117,25 @@
var
spherical
=
new
THREE
.
Spherical
();
var
vector
=
new
THREE
.
Vector3
();
var
color
=
new
THREE
.
Color
(
0xffffff
);
var
heartGeometry
=
createGeometry
();
var
geometry
=
new
THREE
.
Geometry
();
for
(
var
i
=
1
,
l
=
count
;
i
<=
l
;
i
++
)
{
var
phi
=
Math
.
acos
(
-
1
+
(
2
*
i
)
/
l
);
var
phi
=
Math
.
acos
(
-
1
+
(
2
*
i
)
/
l
);
var
theta
=
Math
.
sqrt
(
l
*
Math
.
PI
)
*
phi
;
spherical
.
set
(
radius
,
phi
,
theta
);
vector
.
setFromSpherical
(
spherical
);
var
geometry
=
createGeometry
();
geometry
.
copy
(
heartGeometry
);
geometry
.
lookAt
(
vector
);
geometry
.
translate
(
vector
.
x
,
vector
.
y
,
vector
.
z
);
var
color
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSL
(
(
i
/
l
),
1.0
,
0.7
);
geometry
.
faces
.
forEach
(
function
(
face
,
index
)
{
geometry
.
faces
.
forEach
(
function
(
face
)
{
positions
.
push
(
geometry
.
vertices
[
face
.
a
].
x
);
positions
.
push
(
geometry
.
vertices
[
face
.
a
].
y
);
...
...
@@ -179,10 +175,7 @@
bufferGeometry
.
addAttribute
(
'
normal
'
,
new
THREE
.
Float32BufferAttribute
(
normals
,
3
)
);
bufferGeometry
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors
,
3
)
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
shininess
:
80
,
vertexColors
:
THREE
.
VertexColors
}
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
shininess
:
80
,
vertexColors
:
THREE
.
VertexColors
}
);
var
mesh
=
new
THREE
.
Mesh
(
bufferGeometry
,
material
);
scene
.
add
(
mesh
);
...
...
@@ -203,9 +196,11 @@
controls
.
update
();
stats
.
update
();
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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