本文整理汇总了TypeScript中THREE.WebGLRenderer类的典型用法代码示例。如果您正苦于以下问题:TypeScript WebGLRenderer类的具体用法?TypeScript WebGLRenderer怎么用?TypeScript WebGLRenderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了WebGLRenderer类的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。
示例1: main
export async function main(target: HTMLElement) {
const THREE = await import("three");
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(20, 1, 0.002, 1000);
camera.rotation.x = -0.02 * (Math.random() * 0.5 + 0.5);
camera.rotation.y = 0.02 * (Math.random() * 0.5 + 0.5);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
target.appendChild(renderer.domElement);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshBasicMaterial({ color: "#ff00ff" }),
);
const cube2 = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshBasicMaterial({ color: "#ffff00" }),
);
cube.position.z = -2.1;
cube2.position.z = -2.10001;
cube2.position.x = -0.01;
cube2.position.y = -0.01;
scene.add(cube);
scene.add(cube2);
function render() {
camera.rotation.x += 0.0000001;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
}
开发者ID:calebegg,项目名称:website,代码行数:30,代码来源:zfighting.ts
示例2: initCubeScene
initCubeScene() {
var camera, scene, renderer;
var mesh;
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
scene = new THREE.Scene();
//var texture = new THREE.TextureLoader().load('textures/crate.gif');
var geometry = new THREE.BoxBufferGeometry(200, 200, 200);
//var material = new THREE.MeshBasicMaterial({ map: texture });
mesh = new THREE.Mesh(geometry);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
animate();
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
}
开发者ID:pinuchfab,项目名称:nlytethreejs,代码行数:33,代码来源:cabinet-view.ts
示例3: createRenderer
export function createRenderer(elm: HTMLElement): THREE.WebGLRenderer {
const renderer = new WebGLRenderer({ antialias: true });
renderer.setSize(elm.clientWidth, elm.clientHeight);
elm.appendChild(renderer.domElement);
renderer.setClearColor(0xffffff, 1.0);
return renderer;
}
开发者ID:ygoto3,项目名称:sample-threejs-typescript,代码行数:7,代码来源:three.ts
示例4: require
( { require, cache, detached } ) => {
const THREE = require ( 'THREE' )
const container = document.getElementById ( 'screen' )
const screen: Screen = container.getBoundingClientRect ()
if ( !cache.renderer ) {
const renderer = new THREE.WebGLRenderer ( { antialias: true } )
renderer.setPixelRatio ( window.devicePixelRatio )
renderer.setSize ( screen.width, screen.height )
container.appendChild ( renderer.domElement )
cache.renderer = renderer
cache.camera = new THREE.PerspectiveCamera
( 60, screen.width / screen.height, 0.1, 100 )
}
const renderer = cache.renderer
const camera = cache.camera
if ( detached ) {
container.removeChild ( renderer.domElement )
}
camera.position.z = 2
camera.aspect = screen.width / screen.height
camera.updateProjectionMatrix ()
renderer.setSize ( screen.width, screen.height )
return { renderer, camera, screen }
}
开发者ID:lucidogen,项目名称:lucy-library,代码行数:31,代码来源:three.WebGLRenderer.ts
示例5: createRenderer
createRenderer() {
var renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor('#ebe5e7');
renderer.setSize(this.WIDTH, this.HEIGHT);
renderer.shadowMap.enabled = true;
return renderer;
}
开发者ID:403177368,项目名称:all,代码行数:8,代码来源:index.ts
示例6:
this.hasPropGroup(["width", "height"], (instance: WebGLRenderer,
newSize: {
width?: number,
height?: number,
}) => {
const updatedSize: { width: number, height: number } = Object.assign({}, instance.getSize(), newSize);
instance.setSize(updatedSize.width, updatedSize.height);
});
开发者ID:sychuginaanna,项目名称:react-three-renderer-fiber,代码行数:9,代码来源:webGLRenderer.ts
示例7: init
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
geometry = new THREE.BoxGeometry( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
开发者ID:aellerton,项目名称:bare-basic-typescript-webpack-three,代码行数:12,代码来源:app.ts
示例8: init
public init(container: HTMLElement, meshFactory: MeshFactory, heightStretch:number, widthStretch:number, viewWidth:number, viewDepth:number) {
this.container = container;
this.meshFactory = meshFactory;
this.heightStretch = heightStretch;
this.widthStretch = widthStretch;
this.viewWidth = viewWidth;
this.viewDepth = viewDepth;
const width = this.container.clientWidth;
const height = this.container.clientHeight;
// Clock
this.clock = new Clock();
// Camera
this.camera = new PerspectiveCamera( 60, width / height, 1, 20000 );
this.camera.position.y = 3000;
this.camera.position.x = 2000;
this.camera.position.z = 1800;
// Controls
this.controls = new OrbitControls(this.camera, container);
this.controls.center.set( 0.0, 100.0, 0.0 );
this.controls.keyPanSpeed = 100;
this.controls.center.y = 1000;
// Scene
this.scene = new Scene();
this.renderer = new WebGLRenderer();
this.renderer.setClearColor( 0xbfd1e5 );
this.renderer.setSize( width, height );
// Mouse
this.mouse = new Vector2();
// Raycaster
this.raycaster = new Raycaster();
// RollOverMesh
// this.rollOverMesh = rollOverMesh.clone();
// this.scene.add(this.rollOverMesh);
container.appendChild( this.renderer.domElement );
// start animation
this.animate();
// bind to window resizes
window.addEventListener('resize', _ => this.onResize());
}
开发者ID:NomadHu,项目名称:first_steps,代码行数:52,代码来源:render-service.ts
示例9: if
this.hasPropGroup(["clearColor", "clearAlpha"], (instance: WebGLRenderer,
newColors: {
clearColor?: number,
clearAlpha?: number,
}) => {
if (newColors.clearColor !== undefined) {
if (newColors.clearAlpha !== undefined) {
instance.setClearColor(newColors.clearColor, newColors.clearAlpha);
} else {
instance.setClearColor(newColors.clearColor, instance.getClearAlpha());
}
} else if (newColors.clearAlpha !== undefined) {
instance.setClearAlpha(newColors.clearAlpha);
}
});
开发者ID:sychuginaanna,项目名称:react-three-renderer-fiber,代码行数:15,代码来源:webGLRenderer.ts
示例10: updateMaterialUniforms
export function updateMaterialUniforms (group: Object3D, camera: Camera, renderer: WebGLRenderer, cDist: number, bRadius: number) {
const {width, height} = renderer.getSize()
const canvasHeight = height
const pixelRatio = renderer.getPixelRatio()
const ortho = camera.type === 'OrthographicCamera'
resolution.set(width, height)
projectionMatrixInverse.getInverse(camera.projectionMatrix)
projectionMatrixTranspose.copy(camera.projectionMatrix).transpose()
group.traverse(function (o: any) {
const m = o.material
if (!m) return
const u = m.uniforms
if (!u) return
if (m.clipNear) {
const nearFactor = (50 - m.clipNear) / 50
const nearClip = cDist - (bRadius * nearFactor)
u.clipNear.value = nearClip
}
if (u.canvasHeight) {
u.canvasHeight.value = canvasHeight
}
if (u.resolution) {
u.resolution.value.copy(resolution)
}
if (u.pixelRatio) {
u.pixelRatio.value = pixelRatio
}
if (u.projectionMatrixInverse) {
u.projectionMatrixInverse.value.copy(projectionMatrixInverse)
}
if (u.projectionMatrixTranspose) {
u.projectionMatrixTranspose.value.copy(projectionMatrixTranspose)
}
if (u.ortho) {
u.ortho.value = ortho
}
})
}
开发者ID:arose,项目名称:ngl,代码行数:48,代码来源:viewer-utils.ts
注:本文中的THREE.WebGLRenderer类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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