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201 lines
4.8 KiB
201 lines
4.8 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - geometries</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #eee;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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background-color: #000;
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margin: 0px;
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padding: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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a {
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color: #0080ff;
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}
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</style>
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</head>
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<body>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - geometries</div>
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<script src="../build/three.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var camera, scene, renderer, stats;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.y = 400;
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scene = new THREE.Scene();
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var object;
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var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
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scene.add( ambientLight );
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var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
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camera.add( pointLight );
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scene.add( camera );
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var map = new THREE.TextureLoader().load( 'textures/UV_Grid_Sm.jpg' );
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map.wrapS = map.wrapT = THREE.RepeatWrapping;
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map.anisotropy = 16;
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var material = new THREE.MeshPhongMaterial( { map: map, side: THREE.DoubleSide } );
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//
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object = new THREE.Mesh( new THREE.SphereBufferGeometry( 75, 20, 10 ), material );
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object.position.set( - 300, 0, 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.IcosahedronBufferGeometry( 75, 1 ), material );
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object.position.set( - 100, 0, 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.OctahedronBufferGeometry( 75, 2 ), material );
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object.position.set( 100, 0, 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.TetrahedronBufferGeometry( 75, 0 ), material );
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object.position.set( 300, 0, 200 );
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scene.add( object );
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//
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object = new THREE.Mesh( new THREE.PlaneBufferGeometry( 100, 100, 4, 4 ), material );
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object.position.set( - 300, 0, 0 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 100, 100, 4, 4, 4 ), material );
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object.position.set( - 100, 0, 0 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.CircleBufferGeometry( 50, 20, 0, Math.PI * 2 ), material );
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object.position.set( 100, 0, 0 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.RingBufferGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
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object.position.set( 300, 0, 0 );
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scene.add( object );
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//
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object = new THREE.Mesh( new THREE.CylinderBufferGeometry( 25, 75, 100, 40, 5 ), material );
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object.position.set( - 300, 0, - 200 );
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scene.add( object );
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var points = [];
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for ( var i = 0; i < 50; i ++ ) {
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points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
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}
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object = new THREE.Mesh( new THREE.LatheBufferGeometry( points, 20 ), material );
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object.position.set( - 100, 0, - 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.TorusBufferGeometry( 50, 20, 20, 20 ), material );
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object.position.set( 100, 0, - 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.TorusKnotBufferGeometry( 50, 10, 50, 20 ), material );
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object.position.set( 300, 0, - 200 );
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scene.add( object );
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var timer = Date.now() * 0.0001;
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camera.position.x = Math.cos( timer ) * 800;
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camera.position.z = Math.sin( timer ) * 800;
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camera.lookAt( scene.position );
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scene.traverse( function ( object ) {
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if ( object.isMesh === true ) {
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object.rotation.x = timer * 5;
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object.rotation.y = timer * 2.5;
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}
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} );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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