webgl_geometries.html 4.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometries</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #eee;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000;
  14. margin: 0px;
  15. padding: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: #0080ff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - geometries</div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  35. var camera, scene, renderer, stats;
  36. init();
  37. animate();
  38. function init() {
  39. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  40. camera.position.y = 400;
  41. scene = new THREE.Scene();
  42. var object;
  43. var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
  44. scene.add( ambientLight );
  45. var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
  46. camera.add( pointLight );
  47. scene.add( camera );
  48. var map = new THREE.TextureLoader().load( 'textures/UV_Grid_Sm.jpg' );
  49. map.wrapS = map.wrapT = THREE.RepeatWrapping;
  50. map.anisotropy = 16;
  51. var material = new THREE.MeshPhongMaterial( { map: map, side: THREE.DoubleSide } );
  52. //
  53. object = new THREE.Mesh( new THREE.SphereBufferGeometry( 75, 20, 10 ), material );
  54. object.position.set( - 300, 0, 200 );
  55. scene.add( object );
  56. object = new THREE.Mesh( new THREE.IcosahedronBufferGeometry( 75, 1 ), material );
  57. object.position.set( - 100, 0, 200 );
  58. scene.add( object );
  59. object = new THREE.Mesh( new THREE.OctahedronBufferGeometry( 75, 2 ), material );
  60. object.position.set( 100, 0, 200 );
  61. scene.add( object );
  62. object = new THREE.Mesh( new THREE.TetrahedronBufferGeometry( 75, 0 ), material );
  63. object.position.set( 300, 0, 200 );
  64. scene.add( object );
  65. //
  66. object = new THREE.Mesh( new THREE.PlaneBufferGeometry( 100, 100, 4, 4 ), material );
  67. object.position.set( - 300, 0, 0 );
  68. scene.add( object );
  69. object = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 100, 100, 4, 4, 4 ), material );
  70. object.position.set( - 100, 0, 0 );
  71. scene.add( object );
  72. object = new THREE.Mesh( new THREE.CircleBufferGeometry( 50, 20, 0, Math.PI * 2 ), material );
  73. object.position.set( 100, 0, 0 );
  74. scene.add( object );
  75. object = new THREE.Mesh( new THREE.RingBufferGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
  76. object.position.set( 300, 0, 0 );
  77. scene.add( object );
  78. //
  79. object = new THREE.Mesh( new THREE.CylinderBufferGeometry( 25, 75, 100, 40, 5 ), material );
  80. object.position.set( - 300, 0, - 200 );
  81. scene.add( object );
  82. var points = [];
  83. for ( var i = 0; i < 50; i ++ ) {
  84. points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
  85. }
  86. object = new THREE.Mesh( new THREE.LatheBufferGeometry( points, 20 ), material );
  87. object.position.set( - 100, 0, - 200 );
  88. scene.add( object );
  89. object = new THREE.Mesh( new THREE.TorusBufferGeometry( 50, 20, 20, 20 ), material );
  90. object.position.set( 100, 0, - 200 );
  91. scene.add( object );
  92. object = new THREE.Mesh( new THREE.TorusKnotBufferGeometry( 50, 10, 50, 20 ), material );
  93. object.position.set( 300, 0, - 200 );
  94. scene.add( object );
  95. //
  96. renderer = new THREE.WebGLRenderer( { antialias: true } );
  97. renderer.setPixelRatio( window.devicePixelRatio );
  98. renderer.setSize( window.innerWidth, window.innerHeight );
  99. document.body.appendChild( renderer.domElement );
  100. stats = new Stats();
  101. document.body.appendChild( stats.dom );
  102. //
  103. window.addEventListener( 'resize', onWindowResize, false );
  104. }
  105. function onWindowResize() {
  106. camera.aspect = window.innerWidth / window.innerHeight;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. }
  110. //
  111. function animate() {
  112. requestAnimationFrame( animate );
  113. render();
  114. stats.update();
  115. }
  116. function render() {
  117. var timer = Date.now() * 0.0001;
  118. camera.position.x = Math.cos( timer ) * 800;
  119. camera.position.z = Math.sin( timer ) * 800;
  120. camera.lookAt( scene.position );
  121. scene.traverse( function( object ) {
  122. if ( object.isMesh === true ) {
  123. object.rotation.x = timer * 5;
  124. object.rotation.y = timer * 2.5;
  125. }
  126. } );
  127. renderer.render( scene, camera );
  128. }
  129. </script>
  130. </body>
  131. </html>