提交 92f08cc7 编写于 作者: M Mr.doob

Examples: Improved webvr_paint.

上级 5f62dafd
......@@ -21,8 +21,8 @@
BufferAttribute,
BufferGeometry,
Color,
CylinderBufferGeometry,
DirectionalLight,
DoubleSide,
GridHelper,
HemisphereLight,
IcosahedronBufferGeometry,
......@@ -32,14 +32,11 @@
PerspectiveCamera,
PlaneBufferGeometry,
Scene,
TextureLoader,
VertexColors,
Vector3,
WebGLRenderer
} from "../build/three.module.js";
import { OBJLoader } from './jsm/loaders/OBJLoader.js';
var container;
var camera, scene, renderer;
var controller1, controller2;
......@@ -77,18 +74,7 @@
var table = new Mesh( geometry, material );
table.position.y = 0.35;
table.position.z = 0.85;
table.castShadow = true;
table.receiveShadow = true;
scene.add( table );
/*
var table = new Mesh( geometry, material );
table.position.y = 0.35;
table.position.z = -0.85;
table.castShadow = true;
table.receiveShadow = true;
scene.add( table );
*/
var geometry = new PlaneBufferGeometry( 4, 4 );
var material = new MeshStandardMaterial( {
......@@ -98,26 +84,18 @@
} );
var floor = new Mesh( geometry, material );
floor.rotation.x = - Math.PI / 2;
floor.receiveShadow = true;
scene.add( floor );
scene.add( new GridHelper( 20, 40, 0x111111, 0x111111 ) );
var grid = new GridHelper( 10, 20, 0x111111, 0x111111 );
grid.material.depthTest = false; // avoid z-fighting
scene.add( grid );
scene.add( new HemisphereLight( 0x888877, 0x777788 ) );
var light = new DirectionalLight( 0xffffff );
light.position.set( 0, 6, 0 );
light.castShadow = true;
light.shadow.camera.top = 2;
light.shadow.camera.bottom = - 2;
light.shadow.camera.right = 2;
light.shadow.camera.left = - 2;
light.shadow.mapSize.set( 4096, 4096 );
var light = new DirectionalLight( 0xffffff, 0.5 );
light.position.set( 0, 4, 0 );
scene.add( light );
// scene.add( new DirectionalLightHelper( light ) );
// scene.add( new CameraHelper( light.shadow.camera ) );
//
renderer = new WebGLRenderer( { antialias: true } );
......@@ -125,7 +103,6 @@
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
renderer.vr.enabled = true;
container.appendChild( renderer.domElement );
......@@ -159,34 +136,20 @@
controller2.userData.matrices = [ new Matrix4(), new Matrix4() ];
scene.add( controller2 );
var loader = new OBJLoader();
loader.setPath( 'models/obj/vive-controller/' );
loader.load( 'vr_controller_vive_1_5.obj', function ( object ) {
var loader = new TextureLoader();
loader.setPath( 'models/obj/vive-controller/' );
var controller = object.children[ 0 ];
controller.material.map = loader.load( 'onepointfive_texture.png' );
controller.material.specularMap = loader.load( 'onepointfive_spec.png' );
controller.castShadow = true;
controller.receiveShadow = true;
// var pivot = new Group();
// var pivot = new Mesh( new BoxBufferGeometry( 0.01, 0.01, 0.01 ) );
var pivot = new Mesh( new IcosahedronBufferGeometry( 0.01, 2 ) );
pivot.name = 'pivot';
pivot.position.y = - 0.016;
pivot.position.z = - 0.043;
pivot.rotation.x = Math.PI / 5.5;
controller.add( pivot );
//
controller1.add( controller.clone() );
var geometry = new CylinderBufferGeometry( 0.01, 0.02, 0.08, 5 );
geometry.rotateX( - Math.PI / 2 );
var material = new MeshStandardMaterial( { flatShading: true } );
var mesh = new Mesh( geometry, material );
pivot.material = pivot.material.clone();
controller2.add( controller.clone() );
var pivot = new Mesh( new IcosahedronBufferGeometry( 0.01, 2 ) );
pivot.name = 'pivot';
pivot.position.z = - 0.05;
mesh.add( pivot );
} );
controller1.add( mesh.clone() );
controller2.add( mesh.clone() );
//
......@@ -212,32 +175,14 @@
geometry.drawRange.count = 0;
//
/*
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = new CubeTextureLoader().load( urls );
*/
var material = new MeshStandardMaterial( {
roughness: 0.9,
metalness: 0.0,
// envMap: reflectionCube,
vertexColors: VertexColors,
side: DoubleSide
vertexColors: VertexColors
} );
line = new Mesh( geometry, material );
line.frustumCulled = false;
line.castShadow = true;
line.receiveShadow = true;
scene.add( line );
// Shapes
......
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