Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
9d6e652a
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
9d6e652a
编写于
8月 04, 2017
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: Clean up
上级
2f0a276d
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
49 addition
and
41 deletion
+49
-41
examples/misc_controls_deviceorientation.html
examples/misc_controls_deviceorientation.html
+43
-39
examples/webgl_panorama_dualfisheye.html
examples/webgl_panorama_dualfisheye.html
+1
-0
examples/webgl_panorama_equirectangular.html
examples/webgl_panorama_equirectangular.html
+2
-1
examples/webgl_video_panorama_equirectangular.html
examples/webgl_video_panorama_equirectangular.html
+2
-1
examples/webvr_video.html
examples/webvr_video.html
+1
-0
未找到文件。
examples/misc_controls_deviceorientation.html
浏览文件 @
9d6e652a
...
...
@@ -40,66 +40,70 @@
<script
src=
"js/controls/DeviceOrientationControls.js"
></script>
<script>
(
function
()
{
"
use strict
"
;
window
.
addEventListener
(
'
load
'
,
function
()
{
var
container
,
camera
,
scene
,
renderer
,
controls
;
var
container
,
camera
,
scene
,
renderer
,
controls
,
geometry
,
mesh
;
init
();
animate
();
var
animate
=
function
()
{
function
init
()
{
window
.
requestAnimationFrame
(
animate
);
container
=
document
.
getElementById
(
'
container
'
);
controls
.
update
();
renderer
.
render
(
scene
,
camera
);
camera
=
new
THREE
.
PerspectiveCamera
(
75
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1100
);
}
;
controls
=
new
THREE
.
DeviceOrientationControls
(
camera
)
;
container
=
document
.
getElementById
(
'
container
'
);
scene
=
new
THREE
.
Scene
(
);
camera
=
new
THREE
.
PerspectiveCamera
(
75
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1100
);
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
500
,
60
,
40
);
// invert the geometry on the x-axis so that all of the faces point inward
geometry
.
scale
(
-
1
,
1
,
1
);
controls
=
new
THREE
.
DeviceOrientationControls
(
camera
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
TextureLoader
().
load
(
'
textures/2294472375_24a3b8ef46_o.jpg
'
)
}
);
scene
=
new
THREE
.
Scene
();
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
var
geometry
=
new
THREE
.
SphereGeometry
(
500
,
16
,
8
);
geometry
.
scale
(
-
1
,
1
,
1
);
var
helperGeometry
=
new
THREE
.
BoxBufferGeometry
(
100
,
100
,
100
,
4
,
4
,
4
);
var
helperMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xff00ff
,
wireframe
:
true
}
);
var
helper
=
new
THREE
.
Mesh
(
helperGeometry
,
helperMaterial
);
scene
.
add
(
helper
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
TextureLoader
().
load
(
'
textures/2294472375_24a3b8ef46_o.jpg
'
)
}
);
//
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
var
geometry
=
new
THREE
.
BoxGeometry
(
100
,
100
,
100
,
4
,
4
,
4
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xff00ff
,
side
:
THREE
.
BackSide
,
wireframe
:
true
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
//
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
domElement
.
style
.
position
=
'
absolute
'
;
renderer
.
domElement
.
style
.
top
=
0
;
container
.
appendChild
(
renderer
.
domElement
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
window
.
addEventListener
(
'
resize
'
,
function
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
},
false
);
function
animate
()
{
animate
(
);
window
.
requestAnimationFrame
(
animate
);
},
false
);
controls
.
update
();
renderer
.
render
(
scene
,
camera
);
})();
</script>
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
</script>
</body>
</html>
examples/webgl_panorama_dualfisheye.html
浏览文件 @
9d6e652a
...
...
@@ -61,6 +61,7 @@
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
500
,
60
,
40
).
toNonIndexed
();
// invert the geometry on the x-axis so that all of the faces point inward
geometry
.
scale
(
-
1
,
1
,
1
);
// Remap UVs
...
...
examples/webgl_panorama_equirectangular.html
浏览文件 @
9d6e652a
...
...
@@ -61,7 +61,8 @@
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
SphereGeometry
(
500
,
60
,
40
);
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
500
,
60
,
40
);
// invert the geometry on the x-axis so that all of the faces point inward
geometry
.
scale
(
-
1
,
1
,
1
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
...
...
examples/webgl_video_panorama_equirectangular.html
浏览文件 @
9d6e652a
...
...
@@ -64,6 +64,7 @@
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
SphereBufferGeometry
(
500
,
60
,
40
);
// invert the geometry on the x-axis so that all of the faces point inward
geometry
.
scale
(
-
1
,
1
,
1
);
var
video
=
document
.
createElement
(
'
video
'
);
...
...
@@ -71,7 +72,7 @@
video
.
height
=
360
;
video
.
loop
=
true
;
video
.
muted
=
true
;
video
.
src
=
"
textures/pano.webm
"
;
video
.
src
=
'
textures/pano.webm
'
;
video
.
setAttribute
(
'
webkit-playsinline
'
,
'
webkit-playsinline
'
);
video
.
play
();
...
...
examples/webvr_video.html
浏览文件 @
9d6e652a
...
...
@@ -85,6 +85,7 @@
// left
var
geometry
=
new
THREE
.
SphereGeometry
(
500
,
60
,
40
);
// invert the geometry on the x-axis so that all of the faces point inward
geometry
.
scale
(
-
1
,
1
,
1
);
var
uvs
=
geometry
.
faceVertexUvs
[
0
];
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录