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AR.js
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3d43b8d2
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AR.js
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体验新版 GitCode,发现更多精彩内容 >>
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3d43b8d2
编写于
5月 18, 2017
作者:
J
Jerome Etienne
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
better water in duck-in-a-pool
上级
bb417946
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
24 addition
and
36 deletion
+24
-36
three.js/examples/demo-scenes/threex-demoscenes.js
three.js/examples/demo-scenes/threex-demoscenes.js
+24
-36
未找到文件。
three.js/examples/demo-scenes/threex-demoscenes.js
浏览文件 @
3d43b8d2
...
...
@@ -171,11 +171,30 @@ THREEx.DemoContent.prototype._createHolePool = function () {
markerScene
.
add
(
mesh
)
}
function
buildWater
(){
// build texture
var
texture
=
new
THREE
.
TextureLoader
().
load
(
THREEx
.
DemoContent
.
baseURL
+
'
examples/hole-in-the-wall/images/water.jpg
'
)
texture
.
wrapS
=
texture
.
wrapT
=
THREE
.
RepeatWrapping
;
var
normalMap
=
new
THREE
.
TextureLoader
().
load
(
THREEx
.
DemoContent
.
baseURL
+
'
examples/hole-in-the-wall/images/water-normal.jpeg
'
)
normalMap
.
wrapS
=
normalMap
.
wrapT
=
THREE
.
RepeatWrapping
;
// animate texture
_this
.
_onRenderFcts
.
push
(
function
(
delta
){
var
deltaUV
=
new
THREE
.
Vector2
()
deltaUV
.
x
=
0.1
*
delta
material
.
normalMap
.
offset
.
add
(
deltaUV
)
material
.
map
.
offset
.
add
(
deltaUV
)
var
angle
=
Date
.
now
()
/
1000
*
Math
.
PI
*
2
material
.
normalScale
.
set
(
Math
.
cos
(
angle
),
Math
.
sin
(
angle
))
})
// build the mesh
var
geometry
=
new
THREE
.
PlaneGeometry
(
1
,
1
).
rotateX
(
-
Math
.
PI
/
2
)
var
material
=
new
THREE
.
MeshPhongMaterial
({
transparent
:
true
,
opacity
:
0.5
,
map
:
new
THREE
.
TextureLoader
().
load
(
THREEx
.
DemoContent
.
baseURL
+
'
examples/hole-in-the-wall/images/water.jpg
'
)
opacity
:
0.6
,
color
:
'
cyan
'
,
map
:
texture
,
normalMap
:
normalMap
})
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
y
=
-
0.1
;
...
...
@@ -183,47 +202,16 @@ THREEx.DemoContent.prototype._createHolePool = function () {
}
function
buildPoolWalls
(){
var
geometry
=
new
THREE
.
BoxGeometry
(
1
,
1
,
1
);
geometry
.
faces
.
splice
(
8
,
2
);
// remove top (though this is a backside material)
geometry
.
faces
.
splice
(
4
,
2
);
// remove top (though this is a backside material)
geometry
.
elementsNeedUpdate
=
true
;
var
material
=
new
THREE
.
MeshBasicMaterial
({
side
:
THREE
.
BackSide
,
map
:
new
THREE
.
TextureLoader
().
load
(
THREEx
.
DemoContent
.
baseURL
+
'
examples/hole-in-the-wall/images/mosaic-256x256.jpg
'
)
map
:
new
THREE
.
TextureLoader
().
load
(
THREEx
.
DemoContent
.
baseURL
+
'
examples/hole-in-the-wall/images/mosaic-256x256.jpg
'
)
,
})
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
y
=
-
0.5
markerScene
.
add
(
mesh
)
// proper orientation for the uv
var
faceTransforms
=
[{
faceIndex
:
0
,
angle
:
-
Math
.
PI
/
2
,
},{
faceIndex
:
1
,
angle
:
-
Math
.
PI
/
2
,
},{
faceIndex
:
2
,
angle
:
Math
.
PI
/
2
,
},{
faceIndex
:
3
,
angle
:
Math
.
PI
/
2
,
},{
faceIndex
:
4
,
angle
:
Math
.
PI
,
},{
faceIndex
:
5
,
angle
:
Math
.
PI
,
}]
faceTransforms
.
forEach
(
function
(
faceTransforms
){
mesh
.
geometry
.
faceVertexUvs
[
0
][
faceTransforms
.
faceIndex
].
forEach
(
function
(
uv
){
var
tmp
=
uv
.
clone
().
sub
(
new
THREE
.
Vector2
(
0.5
,
0.5
))
uv
.
x
=
tmp
.
x
*
Math
.
cos
(
faceTransforms
.
angle
)
-
tmp
.
y
*
Math
.
sin
(
faceTransforms
.
angle
)
uv
.
y
=
tmp
.
x
*
Math
.
sin
(
faceTransforms
.
angle
)
+
tmp
.
y
*
Math
.
cos
(
faceTransforms
.
angle
)
uv
.
add
(
new
THREE
.
Vector2
(
0.5
,
0.5
))
})
})
}
//////////////////////////////////////////////////////////////////////////////
...
...
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