THREE.js代码备份——webgl - geometry - dynamic(模拟海浪,通过时间(毫秒)来控制平面点的运动模拟海浪,鼠标控制写在另外的js中)
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://threejs.org" 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/controls/FirstPersonControls.js"></script> <script src="js/Detector.js"></script>
<script src="js/libs/stats.min.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.rotateX( - Math.PI / 2 ); for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) { geometry.vertices[ i ].y = 35 * Math.sin( i / 2 ); } var texture = new THREE.TextureLoader().load( "textures/water.jpg" );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 7, 7 ); //7x7张纹理图拼凑 material = new THREE.MeshBasicMaterial( { color: 0x006699, map: texture } ); mesh = new THREE.Mesh( geometry, material );
scene.add( mesh ); renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xaaccff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight ); container.innerHTML = ""; container.appendChild( renderer.domElement ); stats = new Stats();
container.appendChild( stats.dom ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); controls.handleResize(); } // function animate() { requestAnimationFrame( animate ); render();
stats.update(); } function render() { var delta = clock.getDelta(), //所消耗的时间,即当前时间与开始时间之差,单位为毫秒
time = clock.getElapsedTime() * 10; for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) { geometry.vertices[ i ].y = 35 * Math.sin( i / 5 + ( time + i ) / 7 ); } mesh.geometry.verticesNeedUpdate = true; controls.update( delta ); //鼠标控制事件单独写了一个js,一样需要addEventListener
renderer.render( scene, camera ); } </script> </body>
</html>
THREE.js代码备份——webgl - geometry - dynamic(模拟海浪,通过时间(毫秒)来控制平面点的运动模拟海浪,鼠标控制写在另外的js中)的更多相关文章
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