webgl_geometry_dynamic.html 3.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - dynamic</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: #61443e;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #aaccff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color: #ffffff;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a {
  24. color: yellow;
  25. }
  26. #webglmessage {
  27. background:rgb(0,0,50) !important;
  28. color:#fff !important;
  29. }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - dynamic geometry demo - webgl<br />(left click: forward, right click: backward)</div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/controls/FirstPersonControls.js"></script>
  36. <script src="js/WebGL.js"></script>
  37. <script src="js/libs/stats.min.js"></script>
  38. <script>
  39. if ( WEBGL.isWebGLAvailable() === false ) {
  40. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  41. }
  42. var camera, controls, scene, renderer, stats;
  43. var mesh, texture, geometry, material, clock;
  44. var worldWidth = 128, worldDepth = 128,
  45. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  46. init();
  47. animate();
  48. function init() {
  49. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  50. camera.position.y = 200;
  51. clock = new THREE.Clock();
  52. controls = new THREE.FirstPersonControls( camera );
  53. controls.movementSpeed = 500;
  54. controls.lookSpeed = 0.1;
  55. scene = new THREE.Scene();
  56. scene.background = new THREE.Color( 0xaaccff );
  57. scene.fog = new THREE.FogExp2( 0xaaccff, 0.0007 );
  58. geometry = new THREE.PlaneBufferGeometry( 20000, 20000, worldWidth - 1, worldDepth - 1 );
  59. geometry.rotateX( - Math.PI / 2 );
  60. var position = geometry.attributes.position;
  61. position.dynamic = true;
  62. for ( var i = 0; i < position.count; i ++ ) {
  63. var y = 35 * Math.sin( i / 2 );
  64. position.setY( i, y );
  65. }
  66. var texture = new THREE.TextureLoader().load( 'textures/water.jpg' );
  67. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  68. texture.repeat.set( 5, 5 );
  69. material = new THREE.MeshBasicMaterial( { color: 0x0044ff, map: texture } );
  70. mesh = new THREE.Mesh( geometry, material );
  71. scene.add( mesh );
  72. renderer = new THREE.WebGLRenderer( { antialias: true } );
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. document.body.appendChild( renderer.domElement );
  76. stats = new Stats();
  77. document.body.appendChild( stats.dom );
  78. //
  79. window.addEventListener( 'resize', onWindowResize, false );
  80. }
  81. function onWindowResize() {
  82. camera.aspect = window.innerWidth / window.innerHeight;
  83. camera.updateProjectionMatrix();
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. controls.handleResize();
  86. }
  87. //
  88. function animate() {
  89. requestAnimationFrame( animate );
  90. render();
  91. stats.update();
  92. }
  93. function render() {
  94. var delta = clock.getDelta();
  95. var time = clock.getElapsedTime() * 10;
  96. var position = geometry.attributes.position;
  97. for ( var i = 0; i < position.count; i ++ ) {
  98. var y = 35 * Math.sin( i / 5 + ( time + i ) / 7 );
  99. position.setY( i, y );
  100. }
  101. position.needsUpdate = true;
  102. controls.update( delta );
  103. renderer.render( scene, camera );
  104. }
  105. </script>
  106. </body>
  107. </html>