mirror of
https://github.com/wahyd4/three.js.git
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build/Three.js - Includes all renderers + extras build/custom/ThreeCanvas.js - Canvas renderer only build/custom/ThreeDOM.js - DOM renderer only build/custom/ThreeSVG.js - SVG renderer only build/custom/ThreeWebGL.js - WebGL renderer only build/custom/ThreeExtras.js - Extras only Moved `THREE.Detector.js` to `examples/js/Detector.js`. Updated examples to reflect these changes.
279 lines
6.5 KiB
HTML
279 lines
6.5 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - geometry - dynamic</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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color: #61443e;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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background-color: #aaccff;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color: #ffffff;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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a {
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color: yellow;
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}
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#oldie {
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background:rgb(0,0,50) !important;
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color:#fff !important;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - dynamic geometry demo - webgl<br />(left click: forward, right click: backward)</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/Detector.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript">
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if ( ! Detector.webgl ) {
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Detector.addGetWebGLMessage();
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document.getElementById( 'container' ).innerHTML = "";
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}
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var container, stats;
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var camera, scene, renderer;
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var mesh, texture,geometry, material;
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var worldWidth = 128, worldDepth = 128,
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worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
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var mouseX = 0, mouseY = 0,
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lat = 0, lon = 0, phy = 0, theta = 0;
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var direction = new THREE.Vector3(),
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moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
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camera.target.position.z = - 100;
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scene = new THREE.Scene();
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scene.fog = new THREE.FogExp2( 0xaaccff, 0.0007 );
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//var light = new THREE.PointLight( 0xffffff, 2 );
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//light.position.y = 500;
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//scene.addLight( light );
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camera.position.y = 200;
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camera.target.position.y = camera.position.y;
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geometry = new Plane( 20000, 20000, worldWidth - 1, worldDepth - 1 );
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var i, j, il, jl;
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for ( i = 0, il = geometry.vertices.length; i < il; i ++ ) {
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geometry.vertices[ i ].position.z = 35 * Math.sin( i/2 );
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}
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for( i = 0; i < geometry.uvs.length; i++ ) {
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var uvs = geometry.uvs[ i ];
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for ( j = 0, jl = uvs.length; j < jl; j++ ) {
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uvs[ j ].u *= 5;
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uvs[ j ].v *= 5;
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}
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}
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//console.log( "triangles: " + geometry.faces.length * 2 + " faces: " + geometry.faces.length + " vertices: " + geometry.vertices.length );
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geometry.computeFaceNormals();
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geometry.computeVertexNormals();
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var texture = ImageUtils.loadTexture( "textures/water.jpg" );
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texture.wrap_s = texture.wrap_t = THREE.RepeatWrapping;
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material = new THREE.MeshBasicMaterial( { color:0x0044ff, opacity:1, map: texture } );
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mesh = new THREE.Mesh( geometry, material );
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mesh.rotation.x = - 90 * Math.PI / 180;
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scene.addObject( mesh );
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renderer = new THREE.WebGLRenderer( { clearColor:0xaaccff, clearAlpha: 1 } );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.innerHTML = "";
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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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document.addEventListener( 'mousedown', onDocumentMouseDown, false );
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document.addEventListener( 'mouseup', onDocumentMouseUp, false );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
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document.addEventListener( 'keydown', onDocumentKeyDown, false );
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document.addEventListener( 'keyup', onDocumentKeyUp, false );
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}
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function onDocumentMouseDown( event ) {
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event.preventDefault();
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event.stopPropagation();
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switch ( event.button ) {
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case 0: moveForward = true; break;
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case 2: moveBackward = true; break;
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}
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}
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function onDocumentMouseUp( event ) {
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event.preventDefault();
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event.stopPropagation();
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switch ( event.button ) {
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case 0: moveForward = false; break;
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case 2: moveBackward = false; break;
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}
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}
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function onDocumentMouseMove(event) {
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mouseX = event.clientX - windowHalfX;
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mouseY = event.clientY - windowHalfY;
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}
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function onDocumentKeyDown( event ) {
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switch( event.keyCode ) {
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case 38: /*up*/
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case 87: /*W*/ moveForward = true; break;
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case 37: /*left*/
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case 65: /*A*/ moveLeft = true; break;
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case 40: /*down*/
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case 83: /*S*/ moveBackward = true; break;
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case 39: /*right*/
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case 68: /*D*/ moveRight = true; break;
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}
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}
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function onDocumentKeyUp( event ) {
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switch( event.keyCode ) {
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case 38: /*up*/
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case 87: /*W*/ moveForward = false; break;
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case 37: /*left*/
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case 65: /*A*/ moveLeft = false; break;
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case 40: /*down*/
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case 83: /*S*/ moveBackward = false; break;
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case 39: /*right*/
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case 68: /*D*/ moveRight = false; break;
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}
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var time = new Date().getTime() * 0.01;
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if ( moveForward ) camera.translateZ( - 10 );
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if ( moveBackward ) camera.translateZ( 10 );
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if ( moveLeft ) camera.translateX( - 10 );
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if ( moveRight ) camera.translateX( 10 );
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lon += mouseX * 0.004;
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lat -= mouseY * 0.004;
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lat = Math.max( - 85, Math.min( 85, lat ) );
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phi = ( 90 - lat ) * Math.PI / 180;
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theta = lon * Math.PI / 180;
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camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
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camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
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camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
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for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
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geometry.vertices[ i ].position.z = 35 * Math.sin( i/5 + (time + i)/7 );
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}
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//geometry.computeFaceNormals();
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//geometry.computeVertexNormals();
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mesh.geometry.__dirtyVertices = true;
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//mesh.geometry.__dirtyNormals = true;
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renderer.render(scene, camera);
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}
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</script>
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</body>
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</html>
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