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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - geometries</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - geometries</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, stats;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.y = 400;
scene = new THREE.Scene();
let object;
const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
const pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
const map = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 16;
const material = new THREE.MeshPhongMaterial( { map: map, side: THREE.DoubleSide } );
//
object = new THREE.Mesh( new THREE.SphereGeometry( 75, 20, 10 ), material );
object.position.set( - 300, 0, 200 );
scene.add( object );
object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 1 ), material );
object.position.set( - 100, 0, 200 );
scene.add( object );
object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 2 ), material );
object.position.set( 100, 0, 200 );
scene.add( object );
object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material );
object.position.set( 300, 0, 200 );
scene.add( object );
//
object = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100, 4, 4 ), material );
object.position.set( - 300, 0, 0 );
scene.add( object );
object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 ), material );
object.position.set( - 100, 0, 0 );
scene.add( object );
object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material );
object.position.set( 100, 0, 0 );
scene.add( object );
object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
object.position.set( 300, 0, 0 );
scene.add( object );
//
object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material );
object.position.set( - 300, 0, - 200 );
scene.add( object );
const points = [];
for ( let i = 0; i < 50; i ++ ) {
points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
}
object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material );
object.position.set( - 100, 0, - 200 );
scene.add( object );
object = new THREE.Mesh( new THREE.TorusGeometry( 50, 20, 20, 20 ), material );
object.position.set( 100, 0, - 200 );
scene.add( object );
object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 10, 50, 20 ), material );
object.position.set( 300, 0, - 200 );
scene.add( object );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const timer = Date.now() * 0.0001;
camera.position.x = Math.cos( timer ) * 800;
camera.position.z = Math.sin( timer ) * 800;
camera.lookAt( scene.position );
scene.traverse( function ( object ) {
if ( object.isMesh === true ) {
object.rotation.x = timer * 5;
object.rotation.y = timer * 2.5;
}
} );
renderer.render( scene, camera );
}
</script>
</body>
</html>