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three.js
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7637d343
T
three.js
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7637d343
编写于
10月 23, 2018
作者:
W
WestLangley
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Ported canvas example to webgl
上级
e371fe25
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1 changed file
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examples/webgl_points_waves.html
examples/webgl_points_waves.html
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examples/webgl_points_waves.html
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浏览文件 @
7637d343
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - particles - waves
</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
:
#000
;
margin
:
0px
;
overflow
:
hidden
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
font-weight
:
bold
;
text-align
:
center
;
}
a
{
color
:
#0078ff
;
}
#info
{
color
:
#fff
;
position
:
absolute
;
top
:
0px
;
width
:
100%
;
padding
:
5px
;
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- webgl particles waves example
</div>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/WebGL.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
if
(
WEBGL
.
isWebGLAvailable
()
===
false
)
{
document
.
body
.
appendChild
(
WEBGL
.
getWebGLErrorMessage
()
);
}
var
SEPARATION
=
100
,
AMOUNTX
=
50
,
AMOUNTY
=
50
;
var
container
,
stats
;
var
camera
,
scene
,
renderer
;
var
particles
,
particle
,
count
=
0
;
var
mouseX
=
0
,
mouseY
=
0
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
camera
=
new
THREE
.
PerspectiveCamera
(
75
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
z
=
1000
;
scene
=
new
THREE
.
Scene
();
particles
=
new
Array
();
var
material
=
new
THREE
.
SpriteMaterial
(
{
map
:
new
THREE
.
TextureLoader
().
load
(
'
textures/sprites/circle.png
'
),
}
);
var
i
=
0
;
for
(
var
ix
=
0
;
ix
<
AMOUNTX
;
ix
++
)
{
for
(
var
iy
=
0
;
iy
<
AMOUNTY
;
iy
++
)
{
particle
=
particles
[
i
++
]
=
new
THREE
.
Sprite
(
material
);
particle
.
position
.
x
=
ix
*
SEPARATION
-
(
(
AMOUNTX
*
SEPARATION
)
/
2
);
particle
.
position
.
z
=
iy
*
SEPARATION
-
(
(
AMOUNTY
*
SEPARATION
)
/
2
);
scene
.
add
(
particle
);
}
}
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
container
.
appendChild
(
stats
.
dom
);
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
document
.
addEventListener
(
'
touchstart
'
,
onDocumentTouchStart
,
false
);
document
.
addEventListener
(
'
touchmove
'
,
onDocumentTouchMove
,
false
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
()
{
windowHalfX
=
window
.
innerWidth
/
2
;
windowHalfY
=
window
.
innerHeight
/
2
;
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
//
function
onDocumentMouseMove
(
event
)
{
mouseX
=
event
.
clientX
-
windowHalfX
;
mouseY
=
event
.
clientY
-
windowHalfY
;
}
function
onDocumentTouchStart
(
event
)
{
if
(
event
.
touches
.
length
===
1
)
{
event
.
preventDefault
();
mouseX
=
event
.
touches
[
0
].
pageX
-
windowHalfX
;
mouseY
=
event
.
touches
[
0
].
pageY
-
windowHalfY
;
}
}
function
onDocumentTouchMove
(
event
)
{
if
(
event
.
touches
.
length
===
1
)
{
event
.
preventDefault
();
mouseX
=
event
.
touches
[
0
].
pageX
-
windowHalfX
;
mouseY
=
event
.
touches
[
0
].
pageY
-
windowHalfY
;
}
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
function
render
()
{
camera
.
position
.
x
+=
(
mouseX
-
camera
.
position
.
x
)
*
.
05
;
camera
.
position
.
y
+=
(
-
mouseY
-
camera
.
position
.
y
)
*
.
05
;
camera
.
lookAt
(
scene
.
position
);
var
i
=
0
;
for
(
var
ix
=
0
;
ix
<
AMOUNTX
;
ix
++
)
{
for
(
var
iy
=
0
;
iy
<
AMOUNTY
;
iy
++
)
{
particle
=
particles
[
i
++
];
particle
.
position
.
y
=
(
Math
.
sin
(
(
ix
+
count
)
*
0.3
)
*
50
)
+
(
Math
.
sin
(
(
iy
+
count
)
*
0.5
)
*
50
);
particle
.
scale
.
x
=
particle
.
scale
.
y
=
(
Math
.
sin
(
(
ix
+
count
)
*
0.3
)
+
1
)
*
4
+
(
Math
.
sin
(
(
iy
+
count
)
*
0.5
)
+
1
)
*
4
;
}
}
renderer
.
render
(
scene
,
camera
);
count
+=
0.1
;
}
</script>
</body>
</html>
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