代码拉取完成,页面将自动刷新
同步操作将从 three.js/three-weixin-demo 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
// physics/physics_ammo_volume.js
import * as THREE from 'three';
const {
document,
window,
requestAnimationFrame
} = THREE.DHTML;
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { RapierPhysics } from 'three/examples/jsm/physics/RapierPhysics.js';
import Stats from 'three/examples/jsm/libs/stats.module.js';
var requestId
Page({
onUnload() {
cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
setTimeout(() => {
if (this.renderer instanceof THREE.WebGLRenderer) {
this.renderer.dispose()
this.renderer.forceContextLoss()
this.renderer.context = null
this.renderer.domElement = null
this.renderer = null
}
}, 10)
},
webgl_touch(e) {
const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
//window.dispatchEvent(web_e)
//document.dispatchEvent(web_e)
this.canvas.dispatchEvent(web_e)
},
onLoad() {
document.createElementAsync("canvas", "webgl2",this).then(canvas => {
this.canvas = canvas
this.body_load(canvas).then()
})
},
async body_load(canvas3d) {
let camera, scene, renderer, stats;
let physics, position;
let boxes, spheres;
init();
async function init() {
physics = await RapierPhysics();
position = new THREE.Vector3();
//
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 1, 1.5, 2 );
camera.lookAt( 0, 0.5, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x666666 );
const hemiLight = new THREE.HemisphereLight();
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
dirLight.position.set( 5, 5, 5 );
dirLight.castShadow = true;
dirLight.shadow.camera.zoom = 2;
scene.add( dirLight );
const floor = new THREE.Mesh(
new THREE.BoxGeometry( 10, 5, 10 ),
new THREE.ShadowMaterial( { color: 0x444444 } )
);
floor.position.y = - 2.5;
floor.receiveShadow = true;
floor.userData.physics = { mass: 0 };
scene.add( floor );
//
const material = new THREE.MeshLambertMaterial();
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
// Boxes
const geometryBox = new THREE.BoxGeometry( 0.075, 0.075, 0.075 );
boxes = new THREE.InstancedMesh( geometryBox, material, 400 );
boxes.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
boxes.castShadow = true;
boxes.receiveShadow = true;
boxes.userData.physics = { mass: 1 };
scene.add( boxes );
for ( let i = 0; i < boxes.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
boxes.setMatrixAt( i, matrix );
boxes.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
// Spheres
const geometrySphere = new THREE.IcosahedronGeometry( 0.05, 4 );
spheres = new THREE.InstancedMesh( geometrySphere, material, 400 );
spheres.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
spheres.castShadow = true;
spheres.receiveShadow = true;
spheres.userData.physics = { mass: 1 };
scene.add( spheres );
for ( let i = 0; i < spheres.count; i ++ ) {
matrix.setPosition( Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5 );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addScene( scene );
//
renderer = new THREE.WebGLRenderer( { antialias: true ,canvas:canvas3d} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.y = 0.5;
controls.update();
animate();
setInterval( () => {
let index = Math.floor( Math.random() * boxes.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( boxes, position, index );
//
index = Math.floor( Math.random() * spheres.count );
position.set( 0, Math.random() + 1, 0 );
physics.setMeshPosition( spheres, position, index );
}, 1000 / 60 );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
}
})
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