未验证 提交 cfe50e44 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13324 from looeee/move_suzanne_model

EXAMPLES: moved suzanne.js geometry model to correct folder
......@@ -500,7 +500,7 @@
clean();
// make instances
loader.load( 'obj/Suzanne.js', function ( geo ) {
loader.load( 'models/json/suzanne_geometry.json', function ( geo ) {
geo.computeBoundingBox();
geometrySize = geo.boundingBox.getSize();
......
......@@ -105,7 +105,7 @@
});
var loader2 = new THREE.JSONLoader();
loader2.load( 'obj/Suzanne.js', function ( geometry ) {
loader2.load( 'models/json/suzanne_geometry.json', function ( geometry ) {
geometriesParams.push({type: 'Suzanne', args: [ ], scale: 100, meshScale:2 });
......
......@@ -54,7 +54,7 @@
var material = new THREE.MeshNormalMaterial();
var loader = new THREE.BufferGeometryLoader();
loader.load( 'models/json/suzanne.json', function ( geometry ) {
loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
geometry.computeVertexNormals();
......
......@@ -52,7 +52,7 @@
var material = new THREE.MeshNormalMaterial();
var loader = new THREE.BufferGeometryLoader();
loader.load( 'models/json/suzanne.json', function ( geometry ) {
loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
geometry.computeVertexNormals();
......
......@@ -172,8 +172,10 @@ Use WEBGL Depth buffer support?
// Adding Monkeys
var loader2 = new THREE.JSONLoader();
loader2.load( 'obj/Suzanne.js', function ( geometry ) {
var loader2 = new THREE.BufferGeometryLoader();
loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
geometry.computeVertexNormals();
var material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
......@@ -191,12 +193,11 @@ Use WEBGL Depth buffer support?
var mesh = new THREE.Mesh( geometry, material );
mesh.scale.multiplyScalar(30);
mesh.position.z = Math.cos(i / monkeys * Math.PI * 2) * 200;
mesh.position.y = Math.sin(i / monkeys * Math.PI * 3) * 20;
mesh.position.x = Math.sin(i / monkeys * Math.PI * 2) * 200;
mesh.rotation.x = Math.PI / 2;
mesh.rotation.y = -Math.PI / 2;
mesh.rotation.z = -i / monkeys * Math.PI * 2;
scene.add( mesh );
......
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