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Simplified pyramides code. Normals aren't right though. Normals never were right anyway.

Mr.doob 13 年之前
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59798ff301
共有 3 個文件被更改,包括 17 次插入39 次删除
  1. 6 15
      examples/misc_camera_path.html
  2. 7 14
      examples/misc_camera_roll.html
  3. 4 10
      examples/misc_camera_trackball.html

+ 6 - 15
examples/misc_camera_path.html

@@ -85,24 +85,15 @@
 
 
 				// world
 				// world
 
 
-				var cube = new THREE.CubeGeometry( 20, 60, 20 );
-
-				cube.vertices[ 0 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 1 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 4 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 5 ].position.multiplyScalar( 0.01 );
-
-				var material =  new THREE.MeshLambertMaterial( { color:0xffffff } );
+				var geometry = new THREE.CylinderGeometry( 0, 10, 30, 4, 1 );
+				var material =  new THREE.MeshLambertMaterial( { color:0xffffff, shading: THREE.FlatShading } );
 
 
 				for ( var i = 0; i < 500; i ++ ) {
 				for ( var i = 0; i < 500; i ++ ) {
 
 
-					var mesh = new THREE.Mesh( cube, material );
-					mesh.position.set(
-						( Math.random() - 0.5 ) * 1000,
-						( Math.random() - 0.5 ) * 1000,
-						( Math.random() - 0.5 ) * 1000
-					);
-
+					var mesh = new THREE.Mesh( geometry, material );
+					mesh.position.x = ( Math.random() - 0.5 ) * 1000;
+					mesh.position.y = ( Math.random() - 0.5 ) * 1000;
+					mesh.position.z = ( Math.random() - 0.5 ) * 1000;
 					mesh.updateMatrix();
 					mesh.updateMatrix();
 					mesh.matrixAutoUpdate = false;
 					mesh.matrixAutoUpdate = false;
 					scene.add( mesh );
 					scene.add( mesh );

+ 7 - 14
examples/misc_camera_roll.html

@@ -75,22 +75,15 @@
 
 
 				// world
 				// world
 
 
-				var cube = new THREE.CubeGeometry( 20, 60, 20 );
+				var geometry = new THREE.CylinderGeometry( 0, 10, 30, 4, 1 );
+				var material =  new THREE.MeshLambertMaterial( { color:0xffffff, shading: THREE.FlatShading } );
 
 
-				cube.vertices[ 0 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 1 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 4 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 5 ].position.multiplyScalar( 0.01 );
-
-				var material =  new THREE.MeshLambertMaterial( { color:0xffffff } );
-
-				for( var i = 0; i < 500; i++ ) {
-
-					var mesh = new THREE.Mesh( cube, material );
-					mesh.position.set(( Math.random() - 0.5 ) * 1000,
-									  ( Math.random() - 0.5 ) * 1000,
-									  ( Math.random() - 0.5 ) * 1000 );
+				for ( var i = 0; i < 500; i ++ ) {
 
 
+					var mesh = new THREE.Mesh( geometry, material );
+					mesh.position.x = ( Math.random() - 0.5 ) * 1000;
+					mesh.position.y = ( Math.random() - 0.5 ) * 1000;
+					mesh.position.z = ( Math.random() - 0.5 ) * 1000;
 					mesh.updateMatrix();
 					mesh.updateMatrix();
 					mesh.matrixAutoUpdate = false;
 					mesh.matrixAutoUpdate = false;
 					scene.add( mesh );
 					scene.add( mesh );

+ 4 - 10
examples/misc_camera_trackball.html

@@ -85,18 +85,12 @@
 
 
 				// world
 				// world
 
 
-				var cube = new THREE.CubeGeometry( 20, 60, 20 );
+				var geometry = new THREE.CylinderGeometry( 0, 10, 30, 4, 1 );
+				var material =  new THREE.MeshLambertMaterial( { color:0xffffff, shading: THREE.FlatShading } );
 
 
-				cube.vertices[ 0 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 1 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 4 ].position.multiplyScalar( 0.01 );
-				cube.vertices[ 5 ].position.multiplyScalar( 0.01 );
+				for ( var i = 0; i < 500; i ++ ) {
 
 
-				var material =  new THREE.MeshLambertMaterial( { color: 0xffffff } );
-
-				for( var i = 0; i < 500; i ++ ) {
-
-					var mesh = new THREE.Mesh( cube, material );
+					var mesh = new THREE.Mesh( geometry, material );
 					mesh.position.x = ( Math.random() - 0.5 ) * 1000;
 					mesh.position.x = ( Math.random() - 0.5 ) * 1000;
 					mesh.position.y = ( Math.random() - 0.5 ) * 1000;
 					mesh.position.y = ( Math.random() - 0.5 ) * 1000;
 					mesh.position.z = ( Math.random() - 0.5 ) * 1000;
 					mesh.position.z = ( Math.random() - 0.5 ) * 1000;