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/WebGL.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script>
  34. if ( WEBGL.isWebGLAvailable() === false ) {
  35. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  36. }
  37. var camera, scene, renderer, stats;
  38. init();
  39. animate();
  40. function init() {
  41. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  42. camera.position.y = 400;
  43. scene = new THREE.Scene();
  44. var object;
  45. var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
  46. scene.add( ambientLight );
  47. var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
  48. camera.add( pointLight );
  49. scene.add( camera );
  50. var map = new THREE.TextureLoader().load( 'textures/UV_Grid_Sm.jpg' );
  51. map.wrapS = map.wrapT = THREE.RepeatWrapping;
  52. map.anisotropy = 16;
  53. var material = new THREE.MeshPhongMaterial( { map: map, side: THREE.DoubleSide } );
  54. //
  55. object = new THREE.Mesh( new THREE.SphereBufferGeometry( 75, 20, 10 ), material );
  56. object.position.set( - 300, 0, 200 );
  57. scene.add( object );
  58. object = new THREE.Mesh( new THREE.IcosahedronBufferGeometry( 75, 1 ), material );
  59. object.position.set( - 100, 0, 200 );
  60. scene.add( object );
  61. object = new THREE.Mesh( new THREE.OctahedronBufferGeometry( 75, 2 ), material );
  62. object.position.set( 100, 0, 200 );
  63. scene.add( object );
  64. object = new THREE.Mesh( new THREE.TetrahedronBufferGeometry( 75, 0 ), material );
  65. object.position.set( 300, 0, 200 );
  66. scene.add( object );
  67. //
  68. object = new THREE.Mesh( new THREE.PlaneBufferGeometry( 100, 100, 4, 4 ), material );
  69. object.position.set( - 300, 0, 0 );
  70. scene.add( object );
  71. object = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 100, 100, 4, 4, 4 ), material );
  72. object.position.set( - 100, 0, 0 );
  73. scene.add( object );
  74. object = new THREE.Mesh( new THREE.CircleBufferGeometry( 50, 20, 0, Math.PI * 2 ), material );
  75. object.position.set( 100, 0, 0 );
  76. scene.add( object );
  77. object = new THREE.Mesh( new THREE.RingBufferGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
  78. object.position.set( 300, 0, 0 );
  79. scene.add( object );
  80. //
  81. object = new THREE.Mesh( new THREE.CylinderBufferGeometry( 25, 75, 100, 40, 5 ), material );
  82. object.position.set( - 300, 0, - 200 );
  83. scene.add( object );
  84. var points = [];
  85. for ( var i = 0; i < 50; i ++ ) {
  86. points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
  87. }
  88. object = new THREE.Mesh( new THREE.LatheBufferGeometry( points, 20 ), material );
  89. object.position.set( - 100, 0, - 200 );
  90. scene.add( object );
  91. object = new THREE.Mesh( new THREE.TorusBufferGeometry( 50, 20, 20, 20 ), material );
  92. object.position.set( 100, 0, - 200 );
  93. scene.add( object );
  94. object = new THREE.Mesh( new THREE.TorusKnotBufferGeometry( 50, 10, 50, 20 ), material );
  95. object.position.set( 300, 0, - 200 );
  96. scene.add( object );
  97. //
  98. renderer = new THREE.WebGLRenderer( { antialias: true } );
  99. renderer.setPixelRatio( window.devicePixelRatio );
  100. renderer.setSize( window.innerWidth, window.innerHeight );
  101. document.body.appendChild( renderer.domElement );
  102. stats = new Stats();
  103. document.body.appendChild( stats.dom );
  104. //
  105. window.addEventListener( 'resize', onWindowResize, false );
  106. }
  107. function onWindowResize() {
  108. camera.aspect = window.innerWidth / window.innerHeight;
  109. camera.updateProjectionMatrix();
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. }
  112. //
  113. function animate() {
  114. requestAnimationFrame( animate );
  115. render();
  116. stats.update();
  117. }
  118. function render() {
  119. var timer = Date.now() * 0.0001;
  120. camera.position.x = Math.cos( timer ) * 800;
  121. camera.position.z = Math.sin( timer ) * 800;
  122. camera.lookAt( scene.position );
  123. scene.traverse( function ( object ) {
  124. if ( object.isMesh === true ) {
  125. object.rotation.x = timer * 5;
  126. object.rotation.y = timer * 2.5;
  127. }
  128. } );
  129. renderer.render( scene, camera );
  130. }
  131. </script>
  132. </body>
  133. </html>