Files
three.js/examples/webgl_geometry_dynamic.html
T
alteredq 942a6c89c9 Updated Clock to be more compatible with Timer (now uses seconds and getDelta API).
Lots of code got cleaner with seconds, seems we used them before all around.

Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
2011-10-15 00:57:50 +02:00

166 lines
3.7 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - geometry - dynamic</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #61443e;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #aaccff;
margin: 0px;
overflow: hidden;
}
#info {
color: #ffffff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: yellow;
}
#oldie {
background:rgb(0,0,50) !important;
color:#fff !important;
}
</style>
</head>
<body>
<div id="container"></div>
<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>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<script>
if ( ! Detector.webgl ) {
Detector.addGetWebGLMessage();
document.getElementById( 'container' ).innerHTML = "";
}
var container, stats;
var camera, controls, scene, renderer;
var mesh, texture, geometry, material;
var worldWidth = 128, worldDepth = 128,
worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
camera.position.y = 200;
controls = new THREE.FirstPersonControls( camera );
controls.movementSpeed = 500;
controls.lookSpeed = 0.1
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xaaccff, 0.0007 );
geometry = new THREE.PlaneGeometry( 20000, 20000, worldWidth - 1, worldDepth - 1 );
geometry.dynamic = true;
var i, j, il, jl;
for ( i = 0, il = geometry.vertices.length; i < il; i ++ ) {
geometry.vertices[ i ].position.z = 35 * Math.sin( i/2 );
}
//console.log( "triangles: " + geometry.faces.length * 2 + " faces: " + geometry.faces.length + " vertices: " + geometry.vertices.length );
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var texture = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 5, 5 );
material = new THREE.MeshBasicMaterial( { color: 0x0044ff, map: texture } );
mesh = new THREE.Mesh( geometry, material );
mesh.rotation.x = - 90 * Math.PI / 180;
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { clearColor: 0xaaccff, clearAlpha: 1 } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.innerHTML = "";
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta(),
time = clock.getElapsedTime() * 10;
for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
geometry.vertices[ i ].position.z = 35 * Math.sin( i / 5 + ( time + i ) / 7 );
}
//geometry.computeFaceNormals();
//geometry.computeVertexNormals();
mesh.geometry.__dirtyVertices = true;
//mesh.geometry.__dirtyNormals = true;
controls.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>