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。
import * as THREE from 'three';
const {
document,
window,
HTMLCanvasElement,
requestAnimationFrame,
cancelAnimationFrame,
core,
Event,
Event0
} = THREE .DHTML
var requestId
Page({
onUnload() {
cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
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)
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;
let mesh;
const AMOUNT = 6;
init();
animate();
function init() {
const ASPECT_RATIO = window.innerWidth / window.innerHeight;
const WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
const HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
const cameras = [];
for ( let y = 0; y < AMOUNT; y ++ ) {
for ( let x = 0; x < AMOUNT; x ++ ) {
const subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
subcamera.position.x = ( x / AMOUNT ) - 0.5;
subcamera.position.y = 0.5 - ( y / AMOUNT );
subcamera.position.z = 1.5;
subcamera.position.multiplyScalar( 2 );
subcamera.lookAt( 0, 0, 0 );
subcamera.updateMatrixWorld();
cameras.push( subcamera );
}
}
camera = new THREE.ArrayCamera( cameras );
camera.position.z = 3;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x999999 ) );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 0.5, 0.5, 1 );
light.castShadow = true;
light.shadow.camera.zoom = 4; // tighter shadow map
scene.add( light );
const geometryBackground = new THREE.PlaneGeometry( 100, 100 );
const materialBackground = new THREE.MeshPhongMaterial( { color: 0x000066 } );
const background = new THREE.Mesh( geometryBackground, materialBackground );
background.receiveShadow = true;
background.position.set( 0, 0, - 1 );
scene.add( background );
const geometryCylinder = new THREE.CylinderGeometry( 0.5, 0.5, 1, 32 );
const materialCylinder = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
mesh = new THREE.Mesh( geometryCylinder, materialCylinder );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const ASPECT_RATIO = window.innerWidth / window.innerHeight;
const WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
const HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
camera.aspect = ASPECT_RATIO;
camera.updateProjectionMatrix();
for ( let y = 0; y < AMOUNT; y ++ ) {
for ( let x = 0; x < AMOUNT; x ++ ) {
const subcamera = camera.cameras[ AMOUNT * y + x ];
subcamera.viewport.set(
Math.floor( x * WIDTH ),
Math.floor( y * HEIGHT ),
Math.ceil( WIDTH ),
Math.ceil( HEIGHT ) );
subcamera.aspect = ASPECT_RATIO;
subcamera.updateProjectionMatrix();
}
}
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
mesh.rotation.x += 0.005;
mesh.rotation.z += 0.01;
renderer.render( scene, camera );
requestId = requestAnimationFrame( animate );
}
}
})
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