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f9003547
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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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f9003547
编写于
2月 15, 2014
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added buffergeometry interactive example.
上级
5904ff0b
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
316 addition
and
0 deletion
+316
-0
examples/index.html
examples/index.html
+1
-0
examples/webgl_interactive_buffergeometry.html
examples/webgl_interactive_buffergeometry.html
+315
-0
未找到文件。
examples/index.html
浏览文件 @
f9003547
...
...
@@ -148,6 +148,7 @@
"
webgl_gpgpu_birds
"
,
"
webgl_hdr
"
,
"
webgl_helpers
"
,
"
webgl_interactive_buffergeometry
"
,
"
webgl_interactive_cubes
"
,
"
webgl_interactive_cubes_gpu
"
,
"
webgl_interactive_draggablecubes
"
,
...
...
examples/webgl_interactive_buffergeometry.html
0 → 100644
浏览文件 @
f9003547
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - interactive - buffergeometry
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
color
:
#cccccc
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
background-color
:
#050505
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
padding
:
5px
;
}
a
{
color
:
#0080ff
;
}
</style>
</head>
<body>
<div
id=
"container"
></div>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
>
three.js
</a>
webgl - interactive - buffergeometry
</div>
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
container
,
stats
;
var
camera
,
scene
,
renderer
;
var
projector
,
raycaster
,
mouse
,
points
=
[];
var
mesh
,
line
;
init
();
animate
();
function
init
()
{
container
=
document
.
getElementById
(
'
container
'
);
//
camera
=
new
THREE
.
PerspectiveCamera
(
27
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
3500
);
camera
.
position
.
z
=
2750
;
scene
=
new
THREE
.
Scene
();
scene
.
fog
=
new
THREE
.
Fog
(
0x050505
,
2000
,
3500
);
//
scene
.
add
(
new
THREE
.
AmbientLight
(
0x444444
)
);
var
light1
=
new
THREE
.
DirectionalLight
(
0xffffff
,
0.5
);
light1
.
position
.
set
(
1
,
1
,
1
);
scene
.
add
(
light1
);
var
light2
=
new
THREE
.
DirectionalLight
(
0xffffff
,
1.5
);
light2
.
position
.
set
(
0
,
-
1
,
0
);
scene
.
add
(
light2
);
//
var
triangles
=
5000
;
var
geometry
=
new
THREE
.
BufferGeometry
();
geometry
.
addAttribute
(
'
position
'
,
Float32Array
,
triangles
*
3
,
3
);
geometry
.
addAttribute
(
'
normal
'
,
Float32Array
,
triangles
*
3
,
3
);
geometry
.
addAttribute
(
'
color
'
,
Float32Array
,
triangles
*
3
,
3
);
var
positions
=
geometry
.
attributes
.
position
.
array
;
var
normals
=
geometry
.
attributes
.
normal
.
array
;
var
colors
=
geometry
.
attributes
.
color
.
array
;
var
color
=
new
THREE
.
Color
();
var
n
=
800
,
n2
=
n
/
2
;
// triangles spread in the cube
var
d
=
120
,
d2
=
d
/
2
;
// individual triangle size
var
pA
=
new
THREE
.
Vector3
();
var
pB
=
new
THREE
.
Vector3
();
var
pC
=
new
THREE
.
Vector3
();
var
cb
=
new
THREE
.
Vector3
();
var
ab
=
new
THREE
.
Vector3
();
for
(
var
i
=
0
;
i
<
positions
.
length
;
i
+=
9
)
{
// positions
var
x
=
Math
.
random
()
*
n
-
n2
;
var
y
=
Math
.
random
()
*
n
-
n2
;
var
z
=
Math
.
random
()
*
n
-
n2
;
var
ax
=
x
+
Math
.
random
()
*
d
-
d2
;
var
ay
=
y
+
Math
.
random
()
*
d
-
d2
;
var
az
=
z
+
Math
.
random
()
*
d
-
d2
;
var
bx
=
x
+
Math
.
random
()
*
d
-
d2
;
var
by
=
y
+
Math
.
random
()
*
d
-
d2
;
var
bz
=
z
+
Math
.
random
()
*
d
-
d2
;
var
cx
=
x
+
Math
.
random
()
*
d
-
d2
;
var
cy
=
y
+
Math
.
random
()
*
d
-
d2
;
var
cz
=
z
+
Math
.
random
()
*
d
-
d2
;
positions
[
i
]
=
ax
;
positions
[
i
+
1
]
=
ay
;
positions
[
i
+
2
]
=
az
;
positions
[
i
+
3
]
=
bx
;
positions
[
i
+
4
]
=
by
;
positions
[
i
+
5
]
=
bz
;
positions
[
i
+
6
]
=
cx
;
positions
[
i
+
7
]
=
cy
;
positions
[
i
+
8
]
=
cz
;
// flat face normals
pA
.
set
(
ax
,
ay
,
az
);
pB
.
set
(
bx
,
by
,
bz
);
pC
.
set
(
cx
,
cy
,
cz
);
cb
.
subVectors
(
pC
,
pB
);
ab
.
subVectors
(
pA
,
pB
);
cb
.
cross
(
ab
);
cb
.
normalize
();
var
nx
=
cb
.
x
;
var
ny
=
cb
.
y
;
var
nz
=
cb
.
z
;
normals
[
i
]
=
nx
;
normals
[
i
+
1
]
=
ny
;
normals
[
i
+
2
]
=
nz
;
normals
[
i
+
3
]
=
nx
;
normals
[
i
+
4
]
=
ny
;
normals
[
i
+
5
]
=
nz
;
normals
[
i
+
6
]
=
nx
;
normals
[
i
+
7
]
=
ny
;
normals
[
i
+
8
]
=
nz
;
// colors
var
vx
=
(
x
/
n
)
+
0.5
;
var
vy
=
(
y
/
n
)
+
0.5
;
var
vz
=
(
z
/
n
)
+
0.5
;
color
.
setRGB
(
vx
,
vy
,
vz
);
colors
[
i
]
=
color
.
r
;
colors
[
i
+
1
]
=
color
.
g
;
colors
[
i
+
2
]
=
color
.
b
;
colors
[
i
+
3
]
=
color
.
r
;
colors
[
i
+
4
]
=
color
.
g
;
colors
[
i
+
5
]
=
color
.
b
;
colors
[
i
+
6
]
=
color
.
r
;
colors
[
i
+
7
]
=
color
.
g
;
colors
[
i
+
8
]
=
color
.
b
;
}
geometry
.
computeBoundingSphere
();
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xaaaaaa
,
ambient
:
0xaaaaaa
,
specular
:
0xffffff
,
shininess
:
250
,
side
:
THREE
.
DoubleSide
,
vertexColors
:
THREE
.
VertexColors
}
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
//
projector
=
new
THREE
.
Projector
();
raycaster
=
new
THREE
.
Raycaster
();
mouse
=
new
THREE
.
Vector2
();
var
geometry
=
new
THREE
.
BufferGeometry
();
geometry
.
addAttribute
(
'
position
'
,
Float32Array
,
4
,
3
);
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0xffffff
,
linewidth
:
2
,
transparent
:
true
}
);
line
=
new
THREE
.
Line
(
geometry
,
material
);
scene
.
add
(
line
);
//
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
false
}
);
renderer
.
setClearColor
(
scene
.
fog
.
color
,
1
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
//
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
function
onDocumentMouseMove
(
event
)
{
event
.
preventDefault
();
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
function
render
()
{
var
time
=
Date
.
now
()
*
0.001
;
mesh
.
rotation
.
x
=
time
*
0.15
;
mesh
.
rotation
.
y
=
time
*
0.25
;
var
vector
=
new
THREE
.
Vector3
(
mouse
.
x
,
mouse
.
y
,
1
);
projector
.
unprojectVector
(
vector
,
camera
);
raycaster
.
set
(
camera
.
position
,
vector
.
sub
(
camera
.
position
).
normalize
()
);
var
intersects
=
raycaster
.
intersectObject
(
mesh
);
if
(
intersects
.
length
>
0
)
{
var
intersect
=
intersects
[
0
];
var
object
=
intersect
.
object
;
var
positions
=
object
.
geometry
.
attributes
.
position
.
array
;
for
(
var
i
=
0
,
j
=
0
;
i
<
4
;
i
++
,
j
+=
3
)
{
var
index
=
intersect
.
indices
[
i
%
3
]
*
3
;
line
.
geometry
.
attributes
.
position
.
array
[
j
]
=
positions
[
index
];
line
.
geometry
.
attributes
.
position
.
array
[
j
+
1
]
=
positions
[
index
+
1
];
line
.
geometry
.
attributes
.
position
.
array
[
j
+
2
]
=
positions
[
index
+
2
];
}
mesh
.
updateMatrix
();
line
.
geometry
.
applyMatrix
(
mesh
.
matrix
);
line
.
visible
=
true
;
}
else
{
line
.
visible
=
false
;
}
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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