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体验新版 GitCode,发现更多精彩内容 >>
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fb3fb58c
编写于
9月 04, 2018
作者:
M
Mr.doob
提交者:
GitHub
9月 04, 2018
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差异文件
Merge pull request #14843 from looeee/examples_car_controls
Examples: update webgl_materials_cars
上级
35d1b5b2
64146263
变更
6
展开全部
隐藏空白更改
内联
并排
Showing
6 changed file
with
521 addition
and
1827 deletion
+521
-1827
examples/files.js
examples/files.js
+0
-1
examples/js/Car.js
examples/js/Car.js
+177
-279
examples/models/fbx/ferrari.glb
examples/models/fbx/ferrari.glb
+0
-0
examples/webgl_materials_cars.html
examples/webgl_materials_cars.html
+240
-452
examples/webgl_materials_cubemap_dynamic.html
examples/webgl_materials_cubemap_dynamic.html
+104
-878
examples/webgl_materials_cubemap_dynamic2.html
examples/webgl_materials_cubemap_dynamic2.html
+0
-217
未找到文件。
examples/files.js
浏览文件 @
fb3fb58c
...
...
@@ -149,7 +149,6 @@ var files = {
"
webgl_materials_cubemap_balls_reflection
"
,
"
webgl_materials_cubemap_balls_refraction
"
,
"
webgl_materials_cubemap_dynamic
"
,
"
webgl_materials_cubemap_dynamic2
"
,
"
webgl_materials_cubemap_refraction
"
,
"
webgl_materials_curvature
"
,
"
webgl_materials_displacementmap
"
,
...
...
examples/js/Car.js
浏览文件 @
fb3fb58c
/**
* @author alteredq / http://alteredqualia.com/
* @author Lewy Blue https://github.com/looeee
*
* The model is expected to follow real world car proportions. You can try unusual car types
* but your results may be unexpected. Scaled models are also not supported.
*
* Defaults are rough estimates for a real world scale car model
*
*/
THREE
.
Car
=
function
(
)
{
THREE
.
Car
=
(
function
(
)
{
var
scope
=
this
;
// private variables
var
steeringWheelSpeed
=
1.5
;
var
maxSteeringRotation
=
0.6
;
// car geometry manual parameters
var
acceleration
=
0
;
this
.
modelScale
=
1
;
var
maxSpeedReverse
,
accelerationReverse
,
deceleration
;
this
.
backWheelOffset
=
2
;
var
controlKeys
=
{
LEFT
:
37
,
UP
:
38
,
RIGHT
:
39
,
DOWN
:
40
,
BRAKE
:
32
}
;
this
.
autoWheelGeometry
=
true
;
var
wheelOrientation
=
0
;
var
carOrientation
=
0
;
// car geometry parameters automatically set from wheel mesh
// - assumes wheel mesh is front left wheel in proper global
// position with respect to body mesh
// - other wheels are mirrored against car root
// - if necessary back wheels can be offset manually
var
root
=
null
;
this
.
wheelOffset
=
new
THREE
.
Vector3
();
var
frontLeftWheelRoot
=
null
;
var
frontRightWheelRoot
=
null
;
this
.
wheelDiameter
=
1
;
var
frontLeftWheel
=
new
THREE
.
Group
();
var
frontRightWheel
=
new
THREE
.
Group
();
var
backLeftWheel
=
null
;
var
backRightWheel
=
null
;
// car "feel" parameters
var
steeringWheel
=
null
;
this
.
MAX_SPEED
=
2200
;
this
.
MAX_REVERSE_SPEED
=
-
1500
;
var
wheelDiameter
=
1
;
var
length
=
1
;
this
.
MAX_WHEEL_ROTATION
=
0.6
;
var
loaded
=
false
;
this
.
FRONT_ACCELERATION
=
1250
;
this
.
BACK_ACCELERATION
=
1500
;
var
controls
=
{
this
.
WHEEL_ANGULAR_ACCELERATION
=
1.5
;
this
.
FRONT_DECCELERATION
=
750
;
this
.
WHEEL_ANGULAR_DECCELERATION
=
1.0
;
this
.
STEERING_RADIUS_RATIO
=
0.0023
;
this
.
MAX_TILT_SIDES
=
0.05
;
this
.
MAX_TILT_FRONTBACK
=
0.015
;
// internal control variables
this
.
speed
=
0
;
this
.
acceleration
=
0
;
this
.
wheelOrientation
=
0
;
this
.
carOrientation
=
0
;
// car rigging
this
.
root
=
new
THREE
.
Object3D
();
this
.
frontLeftWheelRoot
=
new
THREE
.
Object3D
();
this
.
frontRightWheelRoot
=
new
THREE
.
Object3D
();
this
.
bodyMesh
=
null
;
this
.
frontLeftWheelMesh
=
null
;
this
.
frontRightWheelMesh
=
null
;
this
.
backLeftWheelMesh
=
null
;
this
.
backRightWheelMesh
=
null
;
this
.
bodyGeometry
=
null
;
this
.
wheelGeometry
=
null
;
this
.
bodyMaterials
=
null
;
this
.
wheelMaterials
=
null
;
// internal helper variables
this
.
loaded
=
false
;
this
.
meshes
=
[];
// API
this
.
enableShadows
=
function
(
enable
)
{
for
(
var
i
=
0
;
i
<
this
.
meshes
.
length
;
i
++
)
{
this
.
meshes
[
i
].
castShadow
=
enable
;
this
.
meshes
[
i
].
receiveShadow
=
enable
;
}
};
this
.
setVisible
=
function
(
enable
)
{
for
(
var
i
=
0
;
i
<
this
.
meshes
.
length
;
i
++
)
{
this
.
meshes
[
i
].
visible
=
enable
;
this
.
meshes
[
i
].
visible
=
enable
;
}
};
this
.
loadPartsJSON
=
function
(
bodyURL
,
wheelURL
)
{
var
loader
=
new
THREE
.
JSONLoader
();
loader
.
load
(
bodyURL
,
function
(
geometry
,
materials
)
{
createBody
(
geometry
,
materials
)
}
);
loader
.
load
(
wheelURL
,
function
(
geometry
,
materials
)
{
createWheels
(
geometry
,
materials
)
}
);
};
this
.
loadPartsBinary
=
function
(
bodyURL
,
wheelURL
)
{
var
loader
=
new
THREE
.
BinaryLoader
();
loader
.
load
(
bodyURL
,
function
(
geometry
,
materials
)
{
createBody
(
geometry
,
materials
)
}
);
loader
.
load
(
wheelURL
,
function
(
geometry
,
materials
)
{
createWheels
(
geometry
,
materials
)
}
);
brake
:
false
,
moveForward
:
false
,
moveBackward
:
false
,
moveLeft
:
false
,
moveRight
:
false
};
this
.
updateCarModel
=
function
(
delta
,
controls
)
{
// speed and wheels based on controls
function
Car
(
maxSpeed
,
acceleration
,
brakePower
,
turningRadius
,
keys
)
{
if
(
controls
.
moveForward
)
{
this
.
enabled
=
true
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
+
delta
*
this
.
FRONT_ACCELERATION
,
this
.
MAX_REVERSE_SPEED
,
this
.
MAX_SPEED
);
this
.
acceleration
=
THREE
.
Math
.
clamp
(
this
.
acceleration
+
delta
,
-
1
,
1
);
this
.
elemNames
=
{
flWheel
:
'
wheel_fl
'
,
frWheel
:
'
wheel_fr
'
,
rlWheel
:
'
wheel_rl
'
,
rrWheel
:
'
wheel_rr
'
,
steeringWheel
:
'
steering_wheel
'
,
// set to null to disable
};
}
// km/hr
this
.
maxSpeed
=
maxSpeed
||
180
;
maxSpeedReverse
=
-
this
.
maxSpeed
*
0.25
;
if
(
controls
.
moveBackward
)
{
// m/s
this
.
acceleration
=
acceleration
||
10
;
accelerationReverse
=
this
.
acceleration
*
0.5
;
// metres
this
.
turningRadius
=
turningRadius
||
6
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
-
delta
*
this
.
BACK_ACCELERATION
,
this
.
MAX_REVERSE_SPEED
,
this
.
MAX_SPEED
);
this
.
acceleration
=
THREE
.
Math
.
clamp
(
this
.
acceleration
-
delta
,
-
1
,
1
)
;
// m/s
deceleration
=
this
.
acceleration
*
2
;
}
// multiplied with deceleration, so breaking deceleration = ( acceleration * 2 * brakePower ) m/s
this
.
brakePower
=
brakePower
||
10
;
if
(
controls
.
moveLeft
)
{
// exposed so that a user can use this for various effect, e.g blur
this
.
speed
=
0
;
this
.
wheelOrientation
=
THREE
.
Math
.
clamp
(
this
.
wheelOrientation
+
delta
*
this
.
WHEEL_ANGULAR_ACCELERATION
,
-
this
.
MAX_WHEEL_ROTATION
,
this
.
MAX_WHEEL_ROTATION
);
// keys used to control car - by default the arrow keys and space to brake
controlKeys
=
keys
||
controlKeys
;
}
// local axes of rotation - these are likely to vary between models
this
.
wheelRotationAxis
=
'
x
'
;
this
.
wheelTurnAxis
=
'
z
'
;
this
.
steeringWheelTurnAxis
=
'
y
'
;
if
(
controls
.
moveRight
)
{
document
.
addEventListener
(
'
keydown
'
,
this
.
onKeyDown
,
false
);
document
.
addEventListener
(
'
keyup
'
,
this
.
onKeyUp
,
false
);
this
.
wheelOrientation
=
THREE
.
Math
.
clamp
(
this
.
wheelOrientation
-
delta
*
this
.
WHEEL_ANGULAR_ACCELERATION
,
-
this
.
MAX_WHEEL_ROTATION
,
this
.
MAX_WHEEL_ROTATION
);
}
}
Car
.
prototype
=
{
// speed decay
constructor
:
Car
,
if
(
!
(
controls
.
moveForward
||
controls
.
moveBackward
)
)
{
onKeyDown
:
function
(
event
)
{
if
(
this
.
speed
>
0
)
{
switch
(
event
.
keyCode
)
{
var
k
=
exponentialEaseOut
(
this
.
speed
/
this
.
MAX_SPEED
);
case
controlKeys
.
BRAKE
:
controls
.
brake
=
true
;
controls
.
moveForward
=
false
;
controls
.
moveBackward
=
false
;
break
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
-
k
*
delta
*
this
.
FRONT_DECCELERATION
,
0
,
this
.
MAX_SPEED
);
this
.
acceleration
=
THREE
.
Math
.
clamp
(
this
.
acceleration
-
k
*
delta
,
0
,
1
);
case
controlKeys
.
UP
:
controls
.
moveForward
=
true
;
break
;
}
else
{
case
controlKeys
.
DOWN
:
controls
.
moveBackward
=
true
;
break
;
var
k
=
exponentialEaseOut
(
this
.
speed
/
this
.
MAX_REVERSE_SPEED
)
;
case
controlKeys
.
LEFT
:
controls
.
moveLeft
=
true
;
break
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
+
k
*
delta
*
this
.
BACK_ACCELERATION
,
this
.
MAX_REVERSE_SPEED
,
0
);
this
.
acceleration
=
THREE
.
Math
.
clamp
(
this
.
acceleration
+
k
*
delta
,
-
1
,
0
);
case
controlKeys
.
RIGHT
:
controls
.
moveRight
=
true
;
break
;
}
},
}
onKeyUp
:
function
(
event
)
{
// steering decay
switch
(
event
.
keyCode
)
{
if
(
!
(
controls
.
moveLeft
||
controls
.
moveRight
)
)
{
case
controlKeys
.
BRAKE
:
controls
.
brake
=
false
;
break
;
if
(
this
.
wheelOrientation
>
0
)
{
case
controlKeys
.
UP
:
controls
.
moveForward
=
false
;
break
;
this
.
wheelOrientation
=
THREE
.
Math
.
clamp
(
this
.
wheelOrientation
-
delta
*
this
.
WHEEL_ANGULAR_DECCELERATION
,
0
,
this
.
MAX_WHEEL_ROTATION
)
;
case
controlKeys
.
DOWN
:
controls
.
moveBackward
=
false
;
break
;
}
else
{
case
controlKeys
.
LEFT
:
controls
.
moveLeft
=
false
;
break
;
this
.
wheelOrientation
=
THREE
.
Math
.
clamp
(
this
.
wheelOrientation
+
delta
*
this
.
WHEEL_ANGULAR_DECCELERATION
,
-
this
.
MAX_WHEEL_ROTATION
,
0
)
;
case
controlKeys
.
RIGHT
:
controls
.
moveRight
=
false
;
break
;
}
}
// car update
},
var
forwardDelta
=
this
.
speed
*
delta
;
dispose
:
function
()
{
this
.
carOrientation
+=
(
forwardDelta
*
this
.
STEERING_RADIUS_RATIO
)
*
this
.
wheelOrientation
;
document
.
removeEventListener
(
'
keydown
'
,
this
.
onKeyDown
,
false
);
document
.
removeEventListener
(
'
keyup
'
,
this
.
onKeyUp
,
false
);
// displacement
},
this
.
root
.
position
.
x
+=
Math
.
sin
(
this
.
carOrientation
)
*
forwardDelta
;
this
.
root
.
position
.
z
+=
Math
.
cos
(
this
.
carOrientation
)
*
forwardDelta
;
update
:
function
(
delta
)
{
// steering
if
(
!
loaded
||
!
this
.
enabled
)
return
;
this
.
root
.
rotation
.
y
=
this
.
carOrientation
;
var
brakingDeceleration
=
1
;
// tilt
if
(
controls
.
brake
)
brakingDeceleration
=
this
.
brakePower
;
if
(
this
.
loade
d
)
{
if
(
controls
.
moveForwar
d
)
{
this
.
bodyMesh
.
rotation
.
z
=
this
.
MAX_TILT_SIDES
*
this
.
wheelOrientation
*
(
this
.
speed
/
this
.
MAX_SPEED
);
this
.
bodyMesh
.
rotation
.
x
=
-
this
.
MAX_TILT_FRONTBACK
*
this
.
acceleration
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
+
delta
*
this
.
acceleration
,
maxSpeedReverse
,
this
.
maxSpeed
);
acceleration
=
THREE
.
Math
.
clamp
(
acceleration
+
delta
,
-
1
,
1
)
;
}
// wheels rolling
var
angularSpeedRatio
=
1
/
(
this
.
modelScale
*
(
this
.
wheelDiameter
/
2
)
);
var
wheelDelta
=
forwardDelta
*
angularSpeedRatio
;
}
if
(
this
.
loade
d
)
{
if
(
controls
.
moveBackwar
d
)
{
this
.
frontLeftWheelMesh
.
rotation
.
x
+=
wheelDelta
;
this
.
frontRightWheelMesh
.
rotation
.
x
+=
wheelDelta
;
this
.
backLeftWheelMesh
.
rotation
.
x
+=
wheelDelta
;
this
.
backRightWheelMesh
.
rotation
.
x
+=
wheelDelta
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
-
delta
*
accelerationReverse
,
maxSpeedReverse
,
this
.
maxSpeed
);
acceleration
=
THREE
.
Math
.
clamp
(
acceleration
-
delta
,
-
1
,
1
);
}
}
// front wheels steering
if
(
controls
.
moveLeft
)
{
this
.
frontLeftWheelRoot
.
rotation
.
y
=
this
.
wheelOrientation
;
this
.
frontRightWheelRoot
.
rotation
.
y
=
this
.
wheelOrientation
;
wheelOrientation
=
THREE
.
Math
.
clamp
(
wheelOrientation
+
delta
*
steeringWheelSpeed
,
-
maxSteeringRotation
,
maxSteeringRotation
);
};
}
// internal helper methods
if
(
controls
.
moveRight
)
{
function
createBody
(
geometry
,
materials
)
{
wheelOrientation
=
THREE
.
Math
.
clamp
(
wheelOrientation
-
delta
*
steeringWheelSpeed
,
-
maxSteeringRotation
,
maxSteeringRotation
);
scope
.
bodyGeometry
=
geometry
;
scope
.
bodyMaterials
=
materials
;
}
createCar
();
// this.speed decay
if
(
!
(
controls
.
moveForward
||
controls
.
moveBackward
)
)
{
}
if
(
this
.
speed
>
0
)
{
function
createWheels
(
geometry
,
materials
)
{
var
k
=
exponentialEaseOut
(
this
.
speed
/
this
.
maxSpeed
);
scope
.
wheelGeometry
=
geometry
;
scope
.
wheelMaterials
=
materials
;
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
-
k
*
delta
*
deceleration
*
brakingDeceleration
,
0
,
this
.
maxSpeed
)
;
acceleration
=
THREE
.
Math
.
clamp
(
acceleration
-
k
*
delta
,
0
,
1
)
;
createCar
();
}
else
{
}
var
k
=
exponentialEaseOut
(
this
.
speed
/
maxSpeedReverse
);
function
createCar
()
{
this
.
speed
=
THREE
.
Math
.
clamp
(
this
.
speed
+
k
*
delta
*
accelerationReverse
*
brakingDeceleration
,
maxSpeedReverse
,
0
);
acceleration
=
THREE
.
Math
.
clamp
(
acceleration
+
k
*
delta
,
-
1
,
0
);
if
(
scope
.
bodyGeometry
&&
scope
.
wheelGeometry
)
{
}
// compute wheel geometry parameters
}
if
(
scope
.
autoWheelGeometry
)
{
// steering decay
if
(
!
(
controls
.
moveLeft
||
controls
.
moveRight
)
)
{
scope
.
wheelGeometry
.
computeBoundingBox
();
if
(
wheelOrientation
>
0
)
{
var
bb
=
scope
.
wheelGeometry
.
boundingBox
;
wheelOrientation
=
THREE
.
Math
.
clamp
(
wheelOrientation
-
delta
*
steeringWheelSpeed
,
0
,
maxSteeringRotation
)
;
scope
.
wheelOffset
.
addVectors
(
bb
.
min
,
bb
.
max
);
scope
.
wheelOffset
.
multiplyScalar
(
0.5
);
}
else
{
scope
.
wheelDiameter
=
bb
.
max
.
y
-
bb
.
min
.
y
;
wheelOrientation
=
THREE
.
Math
.
clamp
(
wheelOrientation
+
delta
*
steeringWheelSpeed
,
-
maxSteeringRotation
,
0
)
;
scope
.
wheelGeometry
.
center
();
}
}
// rig the car
var
s
=
scope
.
modelScale
,
delta
=
new
THREE
.
Vector3
();
var
bodyFaceMaterial
=
scope
.
bodyMaterials
;
var
wheelFaceMaterial
=
scope
.
wheelMaterials
;
// body
scope
.
bodyMesh
=
new
THREE
.
Mesh
(
scope
.
bodyGeometry
,
bodyFaceMaterial
);
scope
.
bodyMesh
.
scale
.
set
(
s
,
s
,
s
);
scope
.
root
.
add
(
scope
.
bodyMesh
);
var
forwardDelta
=
-
this
.
speed
*
delta
;
// front left wheel
carOrientation
-=
(
forwardDelta
*
this
.
turningRadius
*
0.02
)
*
wheelOrientation
;
delta
.
multiplyVectors
(
scope
.
wheelOffset
,
new
THREE
.
Vector3
(
s
,
s
,
s
)
);
// movement of car
root
.
position
.
x
+=
Math
.
sin
(
carOrientation
)
*
forwardDelta
*
length
;
root
.
position
.
z
+=
Math
.
cos
(
carOrientation
)
*
forwardDelta
*
length
;
scope
.
frontLeftWheelRoot
.
position
.
add
(
delta
);
// angle of car
root
.
rotation
.
y
=
carOrientation
;
scope
.
frontLeftWheelMesh
=
new
THREE
.
Mesh
(
scope
.
wheelGeometry
,
wheelFaceMaterial
);
scope
.
frontLeftWheelMesh
.
scale
.
set
(
s
,
s
,
s
)
;
// wheels rolling
var
angularSpeedRatio
=
-
2
/
wheelDiameter
;
scope
.
frontLeftWheelRoot
.
add
(
scope
.
frontLeftWheelMesh
);
scope
.
root
.
add
(
scope
.
frontLeftWheelRoot
);
var
wheelDelta
=
forwardDelta
*
angularSpeedRatio
*
length
;
// front right wheel
frontLeftWheel
.
rotation
[
this
.
wheelRotationAxis
]
-=
wheelDelta
;
frontRightWheel
.
rotation
[
this
.
wheelRotationAxis
]
-=
wheelDelta
;
backLeftWheel
.
rotation
[
this
.
wheelRotationAxis
]
-=
wheelDelta
;
backRightWheel
.
rotation
[
this
.
wheelRotationAxis
]
-=
wheelDelta
;
delta
.
multiplyVectors
(
scope
.
wheelOffset
,
new
THREE
.
Vector3
(
-
s
,
s
,
s
)
);
// rotation while steering
frontLeftWheelRoot
.
rotation
[
this
.
wheelTurnAxis
]
=
wheelOrientation
;
frontRightWheelRoot
.
rotation
[
this
.
wheelTurnAxis
]
=
wheelOrientation
;
s
cope
.
frontRightWheelRoot
.
position
.
add
(
delta
)
;
s
teeringWheel
.
rotation
[
this
.
steeringWheelTurnAxis
]
=
-
wheelOrientation
*
6
;
scope
.
frontRightWheelMesh
=
new
THREE
.
Mesh
(
scope
.
wheelGeometry
,
wheelFaceMaterial
);
},
scope
.
frontRightWheelMesh
.
scale
.
set
(
s
,
s
,
s
);
scope
.
frontRightWheelMesh
.
rotation
.
z
=
Math
.
PI
;
setModel
:
function
(
model
,
elemNames
)
{
scope
.
frontRightWheelRoot
.
add
(
scope
.
frontRightWheelMesh
);
scope
.
root
.
add
(
scope
.
frontRightWheelRoot
);
if
(
elemNames
)
this
.
elemNames
=
elemNames
;
// back left wheel
root
=
model
;
delta
.
multiplyVectors
(
scope
.
wheelOffset
,
new
THREE
.
Vector3
(
s
,
s
,
-
s
)
);
delta
.
z
-=
scope
.
backWheelOffset
;
this
.
setupWheels
(
);
this
.
computeDimensions
()
;
scope
.
backLeftWheelMesh
=
new
THREE
.
Mesh
(
scope
.
wheelGeometry
,
wheelFaceMaterial
)
;
loaded
=
true
;
scope
.
backLeftWheelMesh
.
position
.
add
(
delta
);
scope
.
backLeftWheelMesh
.
scale
.
set
(
s
,
s
,
s
);
},
scope
.
root
.
add
(
scope
.
backLeftWheelMesh
);
setupWheels
:
function
()
{
// back right wheel
frontLeftWheelRoot
=
root
.
getObjectByName
(
this
.
elemNames
.
flWheel
);
frontRightWheelRoot
=
root
.
getObjectByName
(
this
.
elemNames
.
frWheel
);
backLeftWheel
=
root
.
getObjectByName
(
this
.
elemNames
.
rlWheel
);
backRightWheel
=
root
.
getObjectByName
(
this
.
elemNames
.
rrWheel
);
delta
.
multiplyVectors
(
scope
.
wheelOffset
,
new
THREE
.
Vector3
(
-
s
,
s
,
-
s
)
);
delta
.
z
-=
scope
.
backWheelOffset
;
if
(
this
.
elemNames
.
steeringWheel
!==
null
)
steeringWheel
=
root
.
getObjectByName
(
this
.
elemNames
.
steeringWheel
);
scope
.
backRightWheelMesh
=
new
THREE
.
Mesh
(
scope
.
wheelGeometry
,
wheelFaceMaterial
);
while
(
frontLeftWheelRoot
.
children
.
length
>
0
)
frontLeftWheel
.
add
(
frontLeftWheelRoot
.
children
[
0
]
);
while
(
frontRightWheelRoot
.
children
.
length
>
0
)
frontRightWheel
.
add
(
frontRightWheelRoot
.
children
[
0
]
);
scope
.
backRightWheelMesh
.
position
.
add
(
delta
);
scope
.
backRightWheelMesh
.
scale
.
set
(
s
,
s
,
s
);
scope
.
backRightWheelMesh
.
rotation
.
z
=
Math
.
PI
;
frontLeftWheelRoot
.
add
(
frontLeftWheel
);
frontRightWheelRoot
.
add
(
frontRightWheel
);
scope
.
root
.
add
(
scope
.
backRightWheelMesh
);
},
// cache meshes
computeDimensions
:
function
()
{
scope
.
meshes
=
[
scope
.
bodyMesh
,
scope
.
frontLeftWheelMesh
,
scope
.
frontRightWheelMesh
,
scope
.
backLeftWheelMesh
,
scope
.
backRightWheelMesh
]
;
var
bb
=
new
THREE
.
Box3
().
setFromObject
(
frontLeftWheelRoot
)
;
// callback
var
size
=
new
THREE
.
Vector3
();
bb
.
getSize
(
size
);
scope
.
loaded
=
true
;
wheelDiameter
=
Math
.
max
(
size
.
x
,
size
.
y
,
size
.
z
)
;
if
(
scope
.
callback
)
{
bb
.
setFromObject
(
root
);
scope
.
callback
(
scope
);
}
size
=
bb
.
getSize
(
size
);
length
=
Math
.
max
(
size
.
x
,
size
.
y
,
size
.
z
);
}
}
function
quadraticEaseOut
(
k
)
{
return
-
k
*
(
k
-
2
);
}
function
cubicEaseOut
(
k
)
{
return
--
k
*
k
*
k
+
1
;
}
function
circularEaseOut
(
k
)
{
return
Math
.
sqrt
(
1
-
--
k
*
k
);
}
function
sinusoidalEaseOut
(
k
)
{
return
Math
.
sin
(
k
*
Math
.
PI
/
2
);
};
}
function
exponentialEaseOut
(
k
)
{
return
k
===
1
?
1
:
-
Math
.
pow
(
2
,
-
10
*
k
)
+
1
;
}
};
return
Car
;
}
)();
examples/models/fbx/ferrari.glb
0 → 100644
浏览文件 @
fb3fb58c
文件已添加
examples/webgl_materials_cars.html
浏览文件 @
fb3fb58c
此差异已折叠。
点击以展开。
examples/webgl_materials_cubemap_dynamic.html
浏览文件 @
fb3fb58c
此差异已折叠。
点击以展开。
examples/webgl_materials_cubemap_dynamic2.html
已删除
100644 → 0
浏览文件 @
35d1b5b2
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - materials - dynamic cube reflection
</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
{
background-color
:
#000000
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
color
:
#ffffff
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
font-weight
:
bold
;
text-align
:
center
;
}
a
{
color
:
#ffffff
;
}
</style>
</head>
<body>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js webgl
</a>
- materials - dynamic cube reflection
<br/>
Photo by
<a
href=
"http://www.flickr.com/photos/jonragnarsson/2294472375/"
target=
"_blank"
rel=
"noopener"
>
J
ó
n Ragnarsson
</a>
.
</div>
<script
src=
"../build/three.js"
></script>
<script>
var
camera
,
scene
,
renderer
;
var
cube
,
sphere
,
torus
,
material
;
var
count
=
0
,
cubeCamera1
,
cubeCamera2
;
var
lon
=
0
,
lat
=
0
;
var
phi
=
0
,
theta
=
0
;
var
textureLoader
=
new
THREE
.
TextureLoader
();
textureLoader
.
load
(
'
textures/2294472375_24a3b8ef46_o.jpg
'
,
function
(
texture
)
{
texture
.
mapping
=
THREE
.
UVMapping
;
init
(
texture
);
animate
();
}
);
function
init
(
texture
)
{
camera
=
new
THREE
.
PerspectiveCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1000
);
scene
=
new
THREE
.
Scene
();
var
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
SphereBufferGeometry
(
500
,
32
,
16
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
}
)
);
mesh
.
geometry
.
scale
(
-
1
,
1
,
1
);
scene
.
add
(
mesh
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
cubeCamera1
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera1
.
renderTarget
.
texture
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
scene
.
add
(
cubeCamera1
);
cubeCamera2
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera2
.
renderTarget
.
texture
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
scene
.
add
(
cubeCamera2
);
document
.
body
.
appendChild
(
renderer
.
domElement
);
//
material
=
new
THREE
.
MeshBasicMaterial
(
{
envMap
:
cubeCamera2
.
renderTarget
.
texture
}
);
sphere
=
new
THREE
.
Mesh
(
new
THREE
.
IcosahedronBufferGeometry
(
20
,
3
),
material
);
scene
.
add
(
sphere
);
cube
=
new
THREE
.
Mesh
(
new
THREE
.
BoxBufferGeometry
(
20
,
20
,
20
),
material
);
scene
.
add
(
cube
);
torus
=
new
THREE
.
Mesh
(
new
THREE
.
TorusKnotBufferGeometry
(
10
,
5
,
100
,
25
),
material
);
scene
.
add
(
torus
);
//
document
.
addEventListener
(
'
mousedown
'
,
onDocumentMouseDown
,
false
);
document
.
addEventListener
(
'
wheel
'
,
onDocumentMouseWheel
,
false
);
window
.
addEventListener
(
'
resize
'
,
onWindowResized
,
false
);
}
function
onWindowResized
(
event
)
{
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
}
function
onDocumentMouseDown
(
event
)
{
event
.
preventDefault
();
onPointerDownPointerX
=
event
.
clientX
;
onPointerDownPointerY
=
event
.
clientY
;
onPointerDownLon
=
lon
;
onPointerDownLat
=
lat
;
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
document
.
addEventListener
(
'
mouseup
'
,
onDocumentMouseUp
,
false
);
}
function
onDocumentMouseMove
(
event
)
{
lon
=
(
event
.
clientX
-
onPointerDownPointerX
)
*
0.1
+
onPointerDownLon
;
lat
=
(
event
.
clientY
-
onPointerDownPointerY
)
*
0.1
+
onPointerDownLat
;
}
function
onDocumentMouseUp
(
event
)
{
document
.
removeEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
document
.
removeEventListener
(
'
mouseup
'
,
onDocumentMouseUp
,
false
);
}
function
onDocumentMouseWheel
(
event
)
{
var
fov
=
camera
.
fov
+
event
.
deltaY
*
0.05
;
camera
.
fov
=
THREE
.
Math
.
clamp
(
fov
,
10
,
75
);
camera
.
updateProjectionMatrix
();
}
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
}
function
render
()
{
var
time
=
Date
.
now
();
lon
+=
.
15
;
lat
=
Math
.
max
(
-
85
,
Math
.
min
(
85
,
lat
)
);
phi
=
THREE
.
Math
.
degToRad
(
90
-
lat
);
theta
=
THREE
.
Math
.
degToRad
(
lon
);
cube
.
position
.
x
=
Math
.
cos
(
time
*
0.001
)
*
30
;
cube
.
position
.
y
=
Math
.
sin
(
time
*
0.001
)
*
30
;
cube
.
position
.
z
=
Math
.
sin
(
time
*
0.001
)
*
30
;
cube
.
rotation
.
x
+=
0.02
;
cube
.
rotation
.
y
+=
0.03
;
torus
.
position
.
x
=
Math
.
cos
(
time
*
0.001
+
10
)
*
30
;
torus
.
position
.
y
=
Math
.
sin
(
time
*
0.001
+
10
)
*
30
;
torus
.
position
.
z
=
Math
.
sin
(
time
*
0.001
+
10
)
*
30
;
torus
.
rotation
.
x
+=
0.02
;
torus
.
rotation
.
y
+=
0.03
;
camera
.
position
.
x
=
100
*
Math
.
sin
(
phi
)
*
Math
.
cos
(
theta
);
camera
.
position
.
y
=
100
*
Math
.
cos
(
phi
);
camera
.
position
.
z
=
100
*
Math
.
sin
(
phi
)
*
Math
.
sin
(
theta
);
camera
.
lookAt
(
scene
.
position
);
sphere
.
visible
=
false
;
// pingpong
if
(
count
%
2
===
0
)
{
material
.
envMap
=
cubeCamera1
.
renderTarget
.
texture
;
cubeCamera2
.
update
(
renderer
,
scene
);
}
else
{
material
.
envMap
=
cubeCamera2
.
renderTarget
.
texture
;
cubeCamera1
.
update
(
renderer
,
scene
);
}
count
++
;
sphere
.
visible
=
true
;
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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