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
f5642a3b
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
f5642a3b
编写于
2月 12, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added mesh vertex color example.
上级
9a9ed7cc
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
186 addition
and
0 deletion
+186
-0
examples/geometry_colors.html
examples/geometry_colors.html
+186
-0
未找到文件。
examples/geometry_colors.html
0 → 100644
浏览文件 @
f5642a3b
<!DOCTYPE HTML>
<html
lang=
"en"
>
<head>
<title>
three.js - geometry - vertex colors
</title>
<meta
charset=
"utf-8"
>
<style
type=
"text/css"
>
body
{
color
:
#808080
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
background-color
:
#fff
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
padding
:
5px
;
}
a
{
color
:
#0080ff
;
}
</style>
</head>
<body>
<div
id=
"container"
></div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- vertex colors - webgl
</div>
<script
type=
"text/javascript"
src=
"js/Stats.js"
></script>
<script
type=
"text/javascript"
src=
"../build/ThreeExtras.js"
></script>
<script
type=
"text/javascript"
>
var
container
,
stats
;
var
camera
,
scene
,
renderer
;
var
mesh
,
mesh2
,
mesh3
,
light
;
var
mouseX
=
0
,
mouseY
=
0
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
init
();
setInterval
(
loop
,
1000
/
60
);
function
init
()
{
container
=
document
.
getElementById
(
'
container
'
);
camera
=
new
THREE
.
Camera
(
20
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
position
.
z
=
1800
;
scene
=
new
THREE
.
Scene
();
light
=
new
THREE
.
DirectionalLight
(
0xffffff
);
light
.
position
.
set
(
0
,
0
,
1
);
light
.
position
.
normalize
();
scene
.
addLight
(
light
);
var
shadowMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
ImageUtils
.
loadTexture
(
'
textures/shadow.png
'
)
}
);
var
shadowGeo
=
new
Plane
(
300
,
300
,
1
,
1
);
mesh
=
new
THREE
.
Mesh
(
shadowGeo
,
shadowMaterial
);
mesh
.
position
.
y
=
-
250
;
mesh
.
rotation
.
x
=
-
90
*
Math
.
PI
/
180
;
scene
.
addObject
(
mesh
);
mesh
=
new
THREE
.
Mesh
(
shadowGeo
,
shadowMaterial
);
mesh
.
position
.
y
=
-
250
;
mesh
.
position
.
x
=
-
400
;
mesh
.
rotation
.
x
=
-
90
*
Math
.
PI
/
180
;
scene
.
addObject
(
mesh
);
mesh
=
new
THREE
.
Mesh
(
shadowGeo
,
shadowMaterial
);
mesh
.
position
.
y
=
-
250
;
mesh
.
position
.
x
=
400
;
mesh
.
rotation
.
x
=
-
90
*
Math
.
PI
/
180
;
scene
.
addObject
(
mesh
);
var
color
,
p
,
colors
=
[],
colors2
=
[],
colors3
=
[],
geometry
=
new
Icosahedron
(
1
),
geometry2
=
new
THREE
.
Geometry
(),
geometry3
=
new
THREE
.
Geometry
();
for
(
var
i
=
0
;
i
<
geometry
.
vertices
.
length
;
i
++
)
{
p
=
geometry
.
vertices
[
i
].
position
;
color
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSV
(
(
p
.
y
+
1
)
/
2
,
1.0
,
1.0
);
colors
[
i
]
=
color
;
color
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSV
(
0.0
,
(
p
.
y
+
1
)
/
2
,
1.0
);
colors2
[
i
]
=
color
;
color
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSV
(
0.125
*
i
/
geometry
.
vertices
.
length
,
1.0
,
1.0
);
colors3
[
i
]
=
color
;
}
geometry3
.
vertices
=
geometry2
.
vertices
=
geometry
.
vertices
;
geometry3
.
faces
=
geometry2
.
faces
=
geometry
.
faces
;
geometry2
.
sortFacesByMaterial
();
geometry3
.
sortFacesByMaterial
();
geometry
.
colors
=
colors
;
geometry2
.
colors
=
colors2
;
geometry3
.
colors
=
colors3
;
var
materials
=
[
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
,
shading
:
THREE
.
FlatShading
,
vertex_colors
:
true
}
),
new
THREE
.
MeshBasicMaterial
(
{
color
:
0x000000
,
shading
:
THREE
.
FlatShading
,
wireframe
:
true
}
)
];
mesh
=
new
THREE
.
Mesh
(
geometry
,
materials
);
mesh
.
position
.
x
=
-
400
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
200
;
mesh
.
rotation
.
x
=
-
1.87
;
scene
.
addObject
(
mesh
);
mesh2
=
new
THREE
.
Mesh
(
geometry2
,
materials
);
mesh2
.
position
.
x
=
400
;
mesh2
.
rotation
.
x
=
0
;
mesh2
.
scale
=
mesh
.
scale
;
scene
.
addObject
(
mesh2
);
mesh3
=
new
THREE
.
Mesh
(
geometry3
,
materials
);
mesh3
.
position
.
x
=
0
;
mesh3
.
rotation
.
x
=
0
;
mesh3
.
scale
=
mesh
.
scale
;
scene
.
addObject
(
mesh3
);
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
}
function
onDocumentMouseMove
(
event
)
{
mouseX
=
(
event
.
clientX
-
windowHalfX
);
mouseY
=
(
event
.
clientY
-
windowHalfY
);
}
function
loop
()
{
camera
.
position
.
x
+=
(
mouseX
-
camera
.
position
.
x
)
*
0.05
;
camera
.
position
.
y
+=
(
-
mouseY
-
camera
.
position
.
y
)
*
0.05
;
renderer
.
render
(
scene
,
camera
);
stats
.
update
();
}
</script>
</body>
</html>
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