1 Star 1 Fork 1

艾迪 / threejs-bim

加入 Gitee
与超过 1200万 开发者一起发现、参与优秀开源项目,私有仓库也完全免费 :)
免费加入
该仓库未声明开源许可证文件(LICENSE),使用请关注具体项目描述及其代码上游依赖。
克隆/下载
m4.html 7.00 KB
一键复制 编辑 原始数据 按行查看 历史
艾迪 提交于 2021-02-19 11:56 . 1
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - lines - fat</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="css/main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank">three.js</a> - fat lines</div>
<script type="module">
import * as THREE from './build/three.module.js';
import Stats from './threejs/jsm/libs/stats.module.js';
import { GUI } from './threejs/jsm/libs/dat.gui.module.js';
import { OrbitControls } from './threejs/jsm/controls/OrbitControls.js';
import { LineMaterial } from './threejs/jsm/lines/LineMaterial.js';
import { Wireframe } from './threejs/jsm/lines/Wireframe.js';
import { WireframeGeometry2 } from './threejs/jsm/lines/WireframeGeometry2.js';
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 OrbitControls( camera, renderer.domElement );
controls.minDistance = 10;
controls.maxDistance = 500;
// Wireframe ( WireframeGeometry2, LineMaterial )
let geo = new THREE.IcosahedronBufferGeometry( 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 = true;
scene.add( wireframe1 );
//
window.addEventListener( 'resize', onWindowResize, false );
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() {
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;
}
} );
}
</script>
</body>
</html>
1
https://gitee.com/173970984/threejs-bim.git
git@gitee.com:173970984/threejs-bim.git
173970984
threejs-bim
threejs-bim
master

搜索帮助