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

  1. THREE.js代码备份——webgl - scene animation(通过加载json文件来加载动画和模型)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - sc ...

  2. THREE.js代码备份——webgl - custom attributes [lines](自定义字体显示、控制字图的各个属性)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - cu ...

  3. THREE.js代码备份——webgl - materials - cube refraction [balls](以上下左右前后6张图片构成立体场景、透明球体效果)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - ma ...

  4. THREE.js代码备份——canvas - geometry - earth(球体贴纹理)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - g ...

  5. THREE.js代码备份——线框cube、按键、鼠标控制

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - g ...

  6. THREE.js代码备份——canvas - lines - colors(希尔伯特曲线3D、用HSL设置线颜色)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - l ...

  7. THREE.js代码备份——canvas_lines(随机点、画线)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - l ...

  8. THREE.js代码备份——canvas_ascii_effect(以AscII码显示图形)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js - ASCII Ef ...

  9. 浏览器控制台js代码与后台不同步

    原因:浏览器会缓存js 如果是将js代码直接通过<script>标签插入jsp页面中则不存在这个问题 在加载页面的时候会重新加载js代码 如果直接将js代码以文件的形式引入,那么每次在修改 ...

随机推荐

  1. 初识iBatis

    在JAVA EE应用程序中,持久层框架常用的有:Hibernate和IBATIS(或MyBatis),Hibernate是全自动的,IBatis是半自动的. IBatis的主要的作用是把SQL语句从我 ...

  2. HUD——1286 找新朋友

    思路: 裸的欧拉函数 代码: #include<cstdio> #include<cstring> #include<cstdlib> #include<io ...

  3. [Vue] Props Validations

    Components can specify requirements for its props, such as the types you’ve already seen. If a requi ...

  4. vmware 10虚拟机安装ubuntu server 14.04

    -開始安装ubuntu server- 1.首先是安装系统时的语言,推荐选择English 然后安装系统 这里选择语言非常重要,我開始选择了中文,安装完毕后会乱码,所以推荐选择英文 由于在中国.所以选 ...

  5. AUTOTRACE

    .sqlplus 设置参数 set atuotrace on SET AUTOTRACE OFF --No AUTOTRACE report is generated. This is the def ...

  6. JAVA设计模式之:訪问者模式

    訪问者模式: 一个作用于某对象结构中各元素的操作,使你能够在不改变各元素类数据结构的前提下添加作用于这些元素的新操作. 结构对象是訪问者模式必备条件.且这个结构对象必须存在遍历自身各个对象的方法. 适 ...

  7. ios14--购物车优化2

    // // ViewController.m // 03-综合练习 // // Created by xiaomage on 15/12/28. // Copyright © 2015年 小码哥. A ...

  8. 51nod 1611 金牌赛事

    被亮亮D飞啦!!QWQ 这题明明是最大权闭合子图+线段树优化构图好不好 被迫考虑DP,并且考虑f[i]表示到第i个位置的最大值(第i个位置可选可不选) 对于最终的答案,我们可以分割成一段一段的,也就是 ...

  9. POJ Area of Simple Polygons 扫描线

    这个题lba等神犇说可以不用离散化,但是我就是要用. 题干: Description There are N, <= N <= , rectangles -D xy-plane. The ...

  10. [算法基础]斐波那契(recursion+loop)两种方式执行时间对比

    一.斐波那契数列求第n项两种方式 1.递归(自上而下)def recur_fibonacci(n): if n <= 0: return 0 if n == 1: return 1 return ...