提交 1546ba0e 编写于 作者: J Jerome Etienne

more work

上级 1f23e132
......@@ -155,7 +155,7 @@
var orthoMesh = new THREE.Mesh(geometry, material);
orthoScene.add(orthoMesh);
var geometry = new THREE.PlaneGeometry(1.3,1.85);
var geometry = new THREE.PlaneGeometry(1.3,1.85, 1, 8);
var material = new THREE.MeshBasicMaterial({
// transparent : true,
// opacity: 0.5,
......@@ -205,22 +205,29 @@ window.cacheMesh = cacheMesh
orthoMesh.geometry.verticesNeedUpdate = true
// change cacheMesh UVs
cacheMesh.geometry.faceVertexUvs[0][0][0].copy( buildUvs(0, 1) )
cacheMesh.geometry.faceVertexUvs[0][0][1].copy( buildUvs(0, 0) )
cacheMesh.geometry.faceVertexUvs[0][0][2].copy( buildUvs(1, 1) )
cacheMesh.geometry.faceVertexUvs[0][1][0].copy( buildUvs(0, 0) )
cacheMesh.geometry.faceVertexUvs[0][1][1].copy( buildUvs(1, 0) )
cacheMesh.geometry.faceVertexUvs[0][1][2].copy( buildUvs(1, 1) )
for(var i = 0; i < cacheMesh.geometry.parameters.heightSegments/2; i ++ ){
// normale orientation
cacheMesh.geometry.faceVertexUvs[0][i*4+0][0].copy( convertUvs(0, 1) )
cacheMesh.geometry.faceVertexUvs[0][i*4+0][1].copy( convertUvs(0, 0) )
cacheMesh.geometry.faceVertexUvs[0][i*4+0][2].copy( convertUvs(1, 1) )
cacheMesh.geometry.faceVertexUvs[0][i*4+1][0].copy( convertUvs(0, 0) )
cacheMesh.geometry.faceVertexUvs[0][i*4+1][1].copy( convertUvs(1, 0) )
cacheMesh.geometry.faceVertexUvs[0][i*4+1][2].copy( convertUvs(1, 1) )
// swapy orientation
cacheMesh.geometry.faceVertexUvs[0][i*4+2][0].copy( convertUvs(0, 0) )
cacheMesh.geometry.faceVertexUvs[0][i*4+2][1].copy( convertUvs(0, 1) )
cacheMesh.geometry.faceVertexUvs[0][i*4+2][2].copy( convertUvs(1, 0) )
cacheMesh.geometry.faceVertexUvs[0][i*4+3][0].copy( convertUvs(0, 1) )
cacheMesh.geometry.faceVertexUvs[0][i*4+3][1].copy( convertUvs(1, 1) )
cacheMesh.geometry.faceVertexUvs[0][i*4+3][2].copy( convertUvs(1, 0) )
}
cacheMesh.geometry.uvsNeedUpdate = true
function buildUvs(x, y){
var Uv = new THREE.Vector2()
// originalUvs.push( new THREE.Vector3(xMin, yMax, 0))
// originalUvs.push( new THREE.Vector3(xMax, yMax, 0))
// originalUvs.push( new THREE.Vector3(xMin, yMin, 0))
// originalUvs.push( new THREE.Vector3(xMax, yMin, 0))
function convertUvs(x, y){
if( x === 0 && y === 0 ){
var transformedUv = transformedUvs[2]
}else if( x === 0 && y === 1 ){
......@@ -236,8 +243,6 @@ window.cacheMesh = cacheMesh
var Uv = new THREE.Vector2()
Uv.x = transformedUv.x / 2 + 0.5
Uv.y = transformedUv.y / 2 + 0.5
// Uv.y *= 5
return Uv
}
......@@ -248,26 +253,26 @@ window.cacheMesh = cacheMesh
// add an object in the scene
//////////////////////////////////////////////////////////////////////////////////
// add a torus knot
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshNormalMaterial({
transparent : true,
opacity: 0.5,
side: THREE.DoubleSide
});
var mesh = new THREE.Mesh( geometry, material );
mesh.position.z = geometry.parameters.height/2
markerRoot.add( mesh );
var geometry = new THREE.TorusKnotGeometry(0.3,0.1,32,32);
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.z = 0.5
markerRoot.add( mesh );
onRenderFcts.push(function(){
mesh.rotation.x += 0.1
})
// // add a torus knot
// var geometry = new THREE.CubeGeometry(1,1,1);
// var material = new THREE.MeshNormalMaterial({
// transparent : true,
// opacity: 0.5,
// side: THREE.DoubleSide
// });
// var mesh = new THREE.Mesh( geometry, material );
// mesh.position.z = geometry.parameters.height/2
// markerRoot.add( mesh );
//
// var geometry = new THREE.TorusKnotGeometry(0.3,0.1,32,32);
// var material = new THREE.MeshNormalMaterial();
// var mesh = new THREE.Mesh( geometry, material );
// mesh.position.z = 0.5
// markerRoot.add( mesh );
//
// onRenderFcts.push(function(){
// mesh.rotation.x += 0.1
// })
//////////////////////////////////////////////////////////////////////////////////
// render the whole thing on the page
......@@ -281,8 +286,7 @@ window.cacheMesh = cacheMesh
renderer.render( scene, camera );
// renderer.render( orthoScene, camera );
renderer.render( orthoScene, orthoCamera );
// renderer.render( orthoScene, orthoCamera );
stats.update();
})
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册