Bladeren bron

spaces identation to tabs

Fernando Serrano 10 jaren geleden
bovenliggende
commit
7cb55b7ea6
1 gewijzigde bestanden met toevoegingen van 88 en 95 verwijderingen
  1. 88 95
      examples/webgl_buffergeometry_drawcalls.html

+ 88 - 95
examples/webgl_buffergeometry_drawcalls.html

@@ -45,7 +45,7 @@
 
 
 			var group;
 			var group;
 			var container, stats;
 			var container, stats;
-	        var particlesData = [];
+			var particlesData = [];
 			var camera, scene, renderer;
 			var camera, scene, renderer;
 			var positions,colors;
 			var positions,colors;
 			var pointCloud;
 			var pointCloud;
@@ -53,7 +53,7 @@
 			var linesMesh;
 			var linesMesh;
 
 
 			var maxParticleCount = 1000;
 			var maxParticleCount = 1000;
-            var particleCount = 500;
+			var particleCount = 500;
 			var r = 800;
 			var r = 800;
 			var rHalf = r / 2;
 			var rHalf = r / 2;
 
 
@@ -73,14 +73,16 @@
 				
 				
 				var gui = new dat.GUI();
 				var gui = new dat.GUI();
 				
 				
-				gui.add( effectController, "showDots" ).onChange( function(value) {pointCloud.visible = value;} );
-				gui.add( effectController, "showLines" ).onChange( function(value) {linesMesh.visible = value; } );
+				gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
+				gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
 				gui.add( effectController, "minDistance", 10, 300 );
 				gui.add( effectController, "minDistance", 10, 300 );
 				gui.add( effectController, "limitConnections" );
 				gui.add( effectController, "limitConnections" );
-				gui.add( effectController, "maxConnections", 0, 30,1 );
-				gui.add( effectController, "particleCount", 0, maxParticleCount,1 ).onChange(function(value) { 
-					particleCount = parseInt(value); 		       
-					particles.drawcalls[0].count = particleCount;
+				gui.add( effectController, "maxConnections", 0, 30, 1 );
+				gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) { 
+					
+					particleCount = parseInt( value );
+					particles.drawcalls[ 0 ].count = particleCount;
+
 				});
 				});
 					
 					
 			}
 			}
@@ -101,84 +103,80 @@
 				controls.addEventListener( 'change', render );
 				controls.addEventListener( 'change', render );
 
 
 				scene = new THREE.Scene();
 				scene = new THREE.Scene();
-	
+
 				geometry = new THREE.BufferGeometry();
 				geometry = new THREE.BufferGeometry();
 				var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
 				var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
 
 
-		        var segments = maxParticleCount * maxParticleCount;
+				var segments = maxParticleCount * maxParticleCount;
 
 
 				positions = new Float32Array( segments * 3 );
 				positions = new Float32Array( segments * 3 );
 				colors = new Float32Array( segments * 3 );
 				colors = new Float32Array( segments * 3 );
 
 
-		        var pMaterial = new THREE.PointCloudMaterial({
-		            color: 0xFFFFFF,
-		            size: 3,
-		            blending: THREE.AdditiveBlending,
-		            transparent: true,
-		            sizeAttenuation: false
-		        });
+				var pMaterial = new THREE.PointCloudMaterial({
+					color: 0xFFFFFF,
+					size: 3,
+					blending: THREE.AdditiveBlending,
+					transparent: true,
+					sizeAttenuation: false
+				});
 
 
-				//particles = new THREE.Geometry();
 				particles = new THREE.BufferGeometry();
 				particles = new THREE.BufferGeometry();
 				particlePositions = new Float32Array( maxParticleCount * 3 );
 				particlePositions = new Float32Array( maxParticleCount * 3 );
 
 
-			   	for ( var i = 0; i < maxParticleCount; i++ ) {
+				for ( var i = 0; i < maxParticleCount; i++ ) {
 
 
 					var x = Math.random() * r - r / 2;
 					var x = Math.random() * r - r / 2;
 					var y = Math.random() * r - r / 2;
 					var y = Math.random() * r - r / 2;
 					var z = Math.random() * r - r / 2;
 					var z = Math.random() * r - r / 2;
 	
 	
-		            particlePositions[ i * 3     ] = x;
+					particlePositions[ i * 3     ] = x;
 					particlePositions[ i * 3 + 1 ] = y;
 					particlePositions[ i * 3 + 1 ] = y;
 					particlePositions[ i * 3 + 2 ] = z;
 					particlePositions[ i * 3 + 2 ] = z;
 
 
-		            // add it to the geometry
-		            particlesData.push({
-		            	velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2,  -1 + Math.random() * 2 ),
-		            	numConnections: 0
-		            });
+					// add it to the geometry
+					particlesData.push({
+						velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2,  -1 + Math.random() * 2 ),
+						numConnections: 0
+					});
 
 
-		        }
+				}
 
 
-		        particles.drawcalls.push( {
-		            start: 0,
-		            count: particleCount,
-		            index: 0
-		        } );
+				particles.drawcalls.push( {
+					start: 0,
+					count: particleCount,
+					index: 0
+				} );
 
 
 				particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
 				particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
 
 
 				// create the particle system
 				// create the particle system
-		        pointCloud = new THREE.PointCloud(
-		            particles,
-		            pMaterial);
-
+				pointCloud = new THREE.PointCloud( particles, pMaterial );
 
 
-		        group = new THREE.Object3D();
+				group = new THREE.Object3D();
 
 
-		        // add it to the scene
-		        group.add(pointCloud);
+				// add it to the scene
+				group.add( pointCloud );
 
 
 				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
 				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
 				geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
 				geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
 
 
 				geometry.computeBoundingSphere();
 				geometry.computeBoundingSphere();
 
 
-		        geometry.drawcalls.push( {
-		            start: 0,
-		            count: 0,
-		            index: 0
-		        } );
+				geometry.drawcalls.push( {
+					start: 0,
+					count: 0,
+					index: 0
+				} );
 
 
 				linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
 				linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
 				group.add( linesMesh );
 				group.add( linesMesh );
 
 
-				scene.add(group);
+				scene.add( group );
 				
 				
 				//
 				//
 				
 				
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
 				renderer = new THREE.WebGLRenderer( { antialias: true } );
-		        renderer.setPixelRatio( window.devicePixelRatio )
+				renderer.setPixelRatio( window.devicePixelRatio )
 				renderer.setSize( window.innerWidth, window.innerHeight );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 
 
 				renderer.gammaInput = true;
 				renderer.gammaInput = true;
@@ -206,86 +204,82 @@
 
 
 			}
 			}
 
 
-			//
-			var numConnected;
-
 			function animate() {
 			function animate() {
 
 
-				var vertexpos=0;
-				var colorpos=0;
-				numConnected = 0;
+				var vertexpos = 0;
+				var colorpos = 0;
+				var numConnected = 0;
 
 
-    			for ( var i = 0; i < particleCount; i++ )
-    				particlesData[ i ].numConnections = 0;
+				for ( var i = 0; i < particleCount; i++ )
+					particlesData[ i ].numConnections = 0;
 
 
-    			for ( var i = 0; i < particleCount; i++ ) {
+				for ( var i = 0; i < particleCount; i++ ) {
 
 
-    	    		// get the particle
-	        		var particleData = particlesData[i];
+					// get the particle
+					var particleData = particlesData[i];
 
 
 					particlePositions[ i * 3     ] += particleData.velocity.x;
 					particlePositions[ i * 3     ] += particleData.velocity.x;
 					particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
 					particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
 					particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
 					particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
 
 
-	        		if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
-	            		particleData.velocity.y = -particleData.velocity.y;
+					if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
+						particleData.velocity.y = -particleData.velocity.y;
 
 
-			        if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
-			            particleData.velocity.x = -particleData.velocity.x;
+					if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
+						particleData.velocity.x = -particleData.velocity.x;
 
 
-			        if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
-			            particleData.velocity.z = -particleData.velocity.z;
+					if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
+						particleData.velocity.z = -particleData.velocity.z;
 
 
-		        	if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
-		        		continue;
+					if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
+						continue;
 
 
-			        // Check collision
-			        for ( var j = i + 1; j < particleCount; j++ ) {
+					// Check collision
+					for ( var j = i + 1; j < particleCount; j++ ) {
 
 
-		            	var particleDataB = particlesData[ j ];
-		        		if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
-			        		continue;
+						var particleDataB = particlesData[ j ];
+						if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
+							continue;
 						
 						
 						var dx = particlePositions[ i * 3     ] - particlePositions[ j * 3     ];
 						var dx = particlePositions[ i * 3     ] - particlePositions[ j * 3     ];
 						var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
 						var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
 						var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
 						var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
 						var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
 						var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
 
 
-			            if ( dist < effectController.minDistance ) {
-				        	
+						if ( dist < effectController.minDistance ) {
+							
 							particleData.numConnections++;
 							particleData.numConnections++;
 							particleDataB.numConnections++;
 							particleDataB.numConnections++;
 
 
-			                var alpha = 1.0 - dist / effectController.minDistance + 0.2;
+							var alpha = 1.0 - dist / effectController.minDistance + 0.2;
 
 
-			                positions[ vertexpos++ ] = particlePositions[ i * 3     ];
-			                positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
-			                positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
+							positions[ vertexpos++ ] = particlePositions[ i * 3     ];
+							positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
+							positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
 
 
-			                positions[ vertexpos++ ] = particlePositions[ j * 3     ];
-			                positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
-			                positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
-			               
+							positions[ vertexpos++ ] = particlePositions[ j * 3     ];
+							positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
+							positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
 
 
-			                colors[ colorpos++ ] = alpha;
-			                colors[ colorpos++ ] = alpha;
-			                colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
 
 
-			                colors[ colorpos++ ] = alpha;
-			                colors[ colorpos++ ] = alpha;
-			                colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
+							colors[ colorpos++ ] = alpha;
 
 
-			                numConnected++;
-			            }
-			        }
-			 	}
+							numConnected++;
+						}
+					}
+				}
 
 
 
 
-        		linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
-        		linesMesh.geometry.attributes.position.needsUpdate = true;
-        		linesMesh.geometry.attributes.color.needsUpdate = true;
+				linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
+				linesMesh.geometry.attributes.position.needsUpdate = true;
+				linesMesh.geometry.attributes.color.needsUpdate = true;
 
 
-        		pointCloud.geometry.attributes.position.needsUpdate = true;
+				pointCloud.geometry.attributes.position.needsUpdate = true;
 
 
 				requestAnimationFrame( animate );
 				requestAnimationFrame( animate );
 
 
@@ -304,6 +298,5 @@
 			}
 			}
 
 
 		</script>
 		</script>
-
 	</body>
 	</body>
-</html>
+</html>