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@@ -49,9 +49,9 @@
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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- <script src="js/wip/Geometry2.js"></script>
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- <script src="js/wip/IndexedGeometry2.js"></script>
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- <script src="js/wip/PlaneGeometry2.js"></script>
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+ <script src="js/wip/TypedGeometry.js"></script>
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+ <script src="js/wip/IndexedTypedGeometry.js"></script>
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+ <script src="js/wip/PlaneTypedGeometry.js"></script>
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<script>
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@@ -96,30 +96,30 @@
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var matrix = new THREE.Matrix4();
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- var pxGeometry = new THREE.PlaneGeometry2( 100, 100 );
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+ var pxGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
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pxGeometry.uvs[ 1 ] = 0.5;
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pxGeometry.uvs[ 3 ] = 0.5;
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pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) );
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pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) );
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- var nxGeometry = new THREE.PlaneGeometry2( 100, 100 );
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+ var nxGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
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nxGeometry.uvs[ 1 ] = 0.5;
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nxGeometry.uvs[ 3 ] = 0.5;
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nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) );
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nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) );
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- var pyGeometry = new THREE.PlaneGeometry2( 100, 100 );
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+ var pyGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
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pyGeometry.uvs[ 5 ] = 0.5;
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pyGeometry.uvs[ 7 ] = 0.5;
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pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) );
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pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) );
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- var pzGeometry = new THREE.PlaneGeometry2( 100, 100 );
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+ var pzGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
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pzGeometry.uvs[ 1 ] = 0.5;
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pzGeometry.uvs[ 3 ] = 0.5;
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pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) );
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- var nzGeometry = new THREE.PlaneGeometry2( 100, 100 );
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+ var nzGeometry = new THREE.PlaneTypedGeometry( 100, 100 );
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nzGeometry.uvs[ 1 ] = 0.5;
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nzGeometry.uvs[ 3 ] = 0.5;
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nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) );
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@@ -127,7 +127,7 @@
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//
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- var geometry = new THREE.Geometry2( worldWidth * worldDepth * 2 ); // 2 triangles
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+ var geometry = new THREE.TypedGeometry( worldWidth * worldDepth * 2 ); // 2 triangles
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for ( var z = 0; z < worldDepth; z ++ ) {
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