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
import Stats from 'three/examples/jsm/libs/stats.module.js';
import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
const vertexshader = `
attribute float size;
attribute vec4 ca;
varying vec4 vColor;
void main() {
vColor = ca;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 150.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`
const fragmentshader = `
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec4 vColor;
void main() {
vec4 outColor = texture2D( pointTexture, gl_PointCoord );
if ( outColor.a < 0.5 ) discard;
gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
float depth = gl_FragCoord.z / gl_FragCoord.w;
const vec3 fogColor = vec3( 0.0 );
float fogFactor = smoothstep( 200.0, 600.0, depth );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
`
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 renderer, scene, camera, stats;
let object;
let vertices1;
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 1000 );
camera.position.z = 500;
scene = new THREE.Scene();
let radius = 100;
const inner = 0.6 * radius;
const vertex = new THREE.Vector3();
const vertices = [];
for ( let i = 0; i < 100000; i ++ ) {
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar( radius );
if ( ( vertex.x > inner || vertex.x < - inner ) ||
( vertex.y > inner || vertex.y < - inner ) ||
( vertex.z > inner || vertex.z < - inner ) )
vertices.push( vertex.x, vertex.y, vertex.z );
}
vertices1 = vertices.length / 3;
radius = 200;
let boxGeometry1 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
boxGeometry1.deleteAttribute( 'normal' );
boxGeometry1.deleteAttribute( 'uv' );
boxGeometry1 = BufferGeometryUtils.mergeVertices( boxGeometry1 );
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3( 1, 1, 1 );
function addGeo( geo, x, y, z, ry ) {
position.set( x, y, z );
rotation.set( 0, ry, 0 );
matrix.compose( position, quaternion.setFromEuler( rotation ), scale );
const positionAttribute = geo.getAttribute( 'position' );
for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
vertex.fromBufferAttribute( positionAttribute, i );
vertex.applyMatrix4( matrix );
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
// side 1
addGeo( boxGeometry1, 0, 110, 110, 0 );
addGeo( boxGeometry1, 0, 110, - 110, 0 );
addGeo( boxGeometry1, 0, - 110, 110, 0 );
addGeo( boxGeometry1, 0, - 110, - 110, 0 );
// side 2
addGeo( boxGeometry1, 110, 110, 0, Math.PI / 2 );
addGeo( boxGeometry1, 110, - 110, 0, Math.PI / 2 );
addGeo( boxGeometry1, - 110, 110, 0, Math.PI / 2 );
addGeo( boxGeometry1, - 110, - 110, 0, Math.PI / 2 );
// corner edges
let boxGeometry2 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
boxGeometry2.deleteAttribute( 'normal' );
boxGeometry2.deleteAttribute( 'uv' );
boxGeometry2 = BufferGeometryUtils.mergeVertices( boxGeometry2 );
addGeo( boxGeometry2, 110, 0, 110, 0 );
addGeo( boxGeometry2, 110, 0, - 110, 0 );
addGeo( boxGeometry2, - 110, 0, 110, 0 );
addGeo( boxGeometry2, - 110, 0, - 110, 0 );
const positionAttribute = new THREE.Float32BufferAttribute( vertices, 3 );
const colors = [];
const sizes = [];
const color = new THREE.Color();
for ( let i = 0; i < positionAttribute.count; i ++ ) {
if ( i < vertices1 ) {
color.setHSL( 0.5 + 0.2 * ( i / vertices1 ), 1, 0.5 );
} else {
color.setHSL( 0.1, 1, 0.5 );
}
color.toArray( colors, i * 3 );
sizes[ i ] = i < vertices1 ? 10 : 40;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', positionAttribute );
geometry.setAttribute( 'ca', new THREE.Float32BufferAttribute( colors, 3 ) );
geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ) );
//
const texture = new THREE.TextureLoader().load( 'textures/sprites/ball.png' );
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
const material = new THREE.ShaderMaterial( {
uniforms: {
amplitude: { value: 1.0 },
color: { value: new THREE.Color( 0xffffff ) },
pointTexture: { value: texture }
},
vertexShader:vertexshader,
fragmentShader:fragmentshader
} );
//
object = new THREE.Points( geometry, material );
scene.add( object );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.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() {
requestId = requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = Date.now() * 0.01;
object.rotation.y = object.rotation.z = 0.02 * time;
const geometry = object.geometry;
const attributes = geometry.attributes;
for ( let i = 0; i < attributes.size.array.length; i ++ ) {
if ( i < vertices1 ) {
attributes.size.array[ i ] = Math.max( 0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ) );
}
}
attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
}
})
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。