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 { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { OrbitControls0 } from 'three/examples/jsm/controls/OrbitControls0.js';
import { LineMaterial } from 'three/examples/jsm/lines/LineMaterial.js';
import { Wireframe } from 'three/examples/jsm/lines/Wireframe.js';
import { WireframeGeometry2 } from 'three/examples/jsm/lines/WireframeGeometry2.js';
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 wireframe, renderer, scene, camera, camera2, controls;
let wireframe1;
let matLine, matLineBasic, matLineDashed;
let stats;
let gui;
// viewport
let insetWidth;
let insetHeight;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setClearColor( 0x000000, 0.0 );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( - 50, 0, 50 );
camera2 = new THREE.PerspectiveCamera( 40, 1, 1, 1000 );
camera2.position.copy( camera.position );
controls = new (window.platform=="devtools"?OrbitControls:OrbitControls0)( camera, renderer.domElement );
controls.minDistance = 10;
controls.maxDistance = 500;
// Wireframe ( WireframeGeometry2, LineMaterial )
let geo = new THREE.IcosahedronGeometry( 20, 1 );
const geometry = new WireframeGeometry2( geo );
matLine = new LineMaterial( {
color: 0x4080ff,
linewidth: 5, // in pixels
//resolution: // to be set by renderer, eventually
dashed: false
} );
wireframe = new Wireframe( geometry, matLine );
wireframe.computeLineDistances();
wireframe.scale.set( 1, 1, 1 );
scene.add( wireframe );
// Line ( THREE.WireframeGeometry, THREE.LineBasicMaterial ) - rendered with gl.LINE
geo = new THREE.WireframeGeometry( geo );
matLineBasic = new THREE.LineBasicMaterial( { color: 0x4080ff } );
matLineDashed = new THREE.LineDashedMaterial( { scale: 2, dashSize: 1, gapSize: 1 } );
wireframe1 = new THREE.LineSegments( geo, matLineBasic );
wireframe1.computeLineDistances();
wireframe1.visible = false;
scene.add( wireframe1 );
//
window.addEventListener( 'resize', onWindowResize );
onWindowResize();
stats = new Stats();
document.body.appendChild( stats.dom );
initGui();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
insetWidth = window.innerHeight / 4; // square
insetHeight = window.innerHeight / 4;
camera2.aspect = insetWidth / insetHeight;
camera2.updateProjectionMatrix();
}
function animate() {
requestId = requestAnimationFrame( animate );
stats.update();
// main scene
renderer.setClearColor( 0x000000, 0 );
renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
// renderer will set this eventually
matLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport
renderer.render( scene, camera );
// inset scene
renderer.setClearColor( 0x222222, 1 );
renderer.clearDepth(); // important!
renderer.setScissorTest( true );
renderer.setScissor( 20, 20, insetWidth, insetHeight );
renderer.setViewport( 20, 20, insetWidth, insetHeight );
camera2.position.copy( camera.position );
camera2.quaternion.copy( camera.quaternion );
// renderer will set this eventually
matLine.resolution.set( insetWidth, insetHeight ); // resolution of the inset viewport
renderer.render( scene, camera2 );
renderer.setScissorTest( false );
}
//
function initGui() {
gui = new GUI();
const param = {
'line type': 0,
'width (px)': 5,
'dashed': false,
'dash scale': 1,
'dash / gap': 1
};
gui.add( param, 'line type', { 'LineGeometry': 0, 'gl.LINE': 1 } ).onChange( function ( val ) {
switch ( val ) {
case 0:
wireframe.visible = true;
wireframe1.visible = false;
break;
case 1:
wireframe.visible = false;
wireframe1.visible = true;
break;
}
} );
gui.add( param, 'width (px)', 1, 10 ).onChange( function ( val ) {
matLine.linewidth = val;
} );
gui.add( param, 'dashed' ).onChange( function ( val ) {
matLine.dashed = val;
// dashed is implemented as a defines -- not as a uniform. this could be changed.
// ... or THREE.LineDashedMaterial could be implemented as a separate material
// temporary hack - renderer should do this eventually
if ( val ) matLine.defines.USE_DASH = ''; else delete matLine.defines.USE_DASH;
matLine.needsUpdate = true;
wireframe1.material = val ? matLineDashed : matLineBasic;
} );
gui.add( param, 'dash scale', 0.5, 1, 0.1 ).onChange( function ( val ) {
matLine.dashScale = val;
matLineDashed.scale = val;
} );
gui.add( param, 'dash / gap', { '2 : 1': 0, '1 : 1': 1, '1 : 2': 2 } ).onChange( function ( val ) {
switch ( val ) {
case 0:
matLine.dashSize = 2;
matLine.gapSize = 1;
matLineDashed.dashSize = 2;
matLineDashed.gapSize = 1;
break;
case 1:
matLine.dashSize = 1;
matLine.gapSize = 1;
matLineDashed.dashSize = 1;
matLineDashed.gapSize = 1;
break;
case 2:
matLine.dashSize = 1;
matLine.gapSize = 2;
matLineDashed.dashSize = 1;
matLineDashed.gapSize = 2;
break;
}
} );
}
}
})
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