ソースを参照

Removed webgl_buffergeometry_constructed_from_geometry.

Mr.doob 4 年 前
コミット
0dfe5532a5

+ 0 - 1
examples/files.json

@@ -280,7 +280,6 @@
 	"webgl / advanced": [
 		"webgl_buffergeometry",
 		"webgl_buffergeometry_compression",
-		"webgl_buffergeometry_constructed_from_geometry",
 		"webgl_buffergeometry_custom_attributes_particles",
 		"webgl_buffergeometry_drawrange",
 		"webgl_buffergeometry_glbufferattribute",

BIN
examples/screenshots/webgl_buffergeometry_constructed_from_geometry.jpg


+ 0 - 188
examples/webgl_buffergeometry_constructed_from_geometry.html

@@ -1,188 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<title>three.js webgl - buffer geometry constructed from geometry</title>
-		<meta charset="utf-8">
-		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
-		<link type="text/css" rel="stylesheet" href="main.css">
-	</head>
-	<body>
-		<div id="info">
-			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry constructed from geometry<br/>
-			by <a target="_blank" href="http://callum.com">Callum Prentice</a>
-		</div>
-
-		<script type="module">
-
-			import * as THREE from '../build/three.module.js';
-
-			import Stats from './jsm/libs/stats.module.js';
-
-			import { TrackballControls } from './jsm/controls/TrackballControls.js';
-
-			let camera, scene, renderer, controls, stats;
-
-			init();
-			animate();
-
-			function init() {
-
-				renderer = new THREE.WebGLRenderer( { antialias: true } );
-				renderer.setPixelRatio( window.devicePixelRatio );
-				renderer.setSize( window.innerWidth, window.innerHeight );
-				document.body.appendChild( renderer.domElement );
-
-				scene = new THREE.Scene();
-
-				camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
-				camera.position.z = 480.0;
-				scene.add( camera );
-
-				controls = new TrackballControls( camera, renderer.domElement );
-				controls.minDistance = 100.0;
-				controls.maxDistance = 800.0;
-				controls.dynamicDampingFactor = 0.1;
-
-				scene.add( new THREE.AmbientLight( 0xffffff, 0.2 ) );
-
-				const light = new THREE.PointLight( 0xffffff, 0.7 );
-				camera.add( light );
-
-				createScene();
-
-				stats = new Stats();
-				document.body.appendChild( stats.dom );
-
-				window.addEventListener( 'resize', onWindowResize, false );
-
-			}
-
-			function createGeometry() {
-
-				const heartShape = new THREE.Shape(); // From http://blog.burlock.org/html5/130-paths
-				const x = 0, y = 0;
-
-				heartShape.moveTo( x + 25, y + 25 );
-				heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
-				heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 );
-				heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
-				heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
-				heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
-				heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
-
-				const extrudeSettings = {
-					depth: 16,
-					bevelEnabled: true,
-					bevelSegments: 1,
-					steps: 2,
-					bevelSize: 1,
-					bevelThickness: 1
-				};
-
-				const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
-				geometry.rotateX( Math.PI );
-				geometry.scale( 0.4, 0.4, 0.4 );
-
-				return geometry;
-
-			}
-
-			function createScene() {
-
-				const bufferGeometry = new THREE.BufferGeometry();
-
-				const radius = 125;
-				const count = 80;
-
-				const positions = [];
-				const normals = [];
-				const colors = [];
-
-				const vector = new THREE.Vector3();
-
-				const color = new THREE.Color( 0xffffff );
-				const heartGeometry = createGeometry();
-				const geometry = new THREE.Geometry();
-
-				for ( let i = 1, l = count; i <= l; i ++ ) {
-
-					const phi = Math.acos( - 1 + ( 2 * i ) / l );
-					const theta = Math.sqrt( l * Math.PI ) * phi;
-
-					vector.setFromSphericalCoords( radius, phi, theta );
-
-					geometry.copy( heartGeometry );
-					geometry.lookAt( vector );
-					geometry.translate( vector.x, vector.y, vector.z );
-
-					color.setHSL( ( i / l ), 1.0, 0.7 );
-
-					geometry.faces.forEach( function ( face ) {
-
-						positions.push( geometry.vertices[ face.a ].x );
-						positions.push( geometry.vertices[ face.a ].y );
-						positions.push( geometry.vertices[ face.a ].z );
-						positions.push( geometry.vertices[ face.b ].x );
-						positions.push( geometry.vertices[ face.b ].y );
-						positions.push( geometry.vertices[ face.b ].z );
-						positions.push( geometry.vertices[ face.c ].x );
-						positions.push( geometry.vertices[ face.c ].y );
-						positions.push( geometry.vertices[ face.c ].z );
-
-						normals.push( face.normal.x );
-						normals.push( face.normal.y );
-						normals.push( face.normal.z );
-						normals.push( face.normal.x );
-						normals.push( face.normal.y );
-						normals.push( face.normal.z );
-						normals.push( face.normal.x );
-						normals.push( face.normal.y );
-						normals.push( face.normal.z );
-
-						colors.push( color.r );
-						colors.push( color.g );
-						colors.push( color.b );
-						colors.push( color.r );
-						colors.push( color.g );
-						colors.push( color.b );
-						colors.push( color.r );
-						colors.push( color.g );
-						colors.push( color.b );
-
-					} );
-
-				}
-
-				bufferGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
-				bufferGeometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
-				bufferGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
-
-				const material = new THREE.MeshPhongMaterial( { shininess: 80, vertexColors: true } );
-
-				const mesh = new THREE.Mesh( bufferGeometry, material );
-				scene.add( mesh );
-
-			}
-
-			function onWindowResize() {
-
-				camera.aspect = window.innerWidth / window.innerHeight;
-				camera.updateProjectionMatrix();
-				renderer.setSize( window.innerWidth, window.innerHeight );
-
-			}
-
-			function animate() {
-
-				requestAnimationFrame( animate );
-
-				controls.update();
-				stats.update();
-
-				renderer.render( scene, camera );
-
-			}
-
-		</script>
-	</body>
-</html>