本文整理汇总了TypeScript中THREE.Mesh.add方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Mesh.add方法的具体用法?TypeScript Mesh.add怎么用?TypeScript Mesh.add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类THREE.Mesh
的用法示例。
在下文中一共展示了Mesh.add方法的2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,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: makeModel
export function makeModel(avatar: Game.AvatarPub, name: string, isMe: boolean): Model {
const root = new THREE.Group();
root.position.x = avatar.x;
root.position.z = avatar.z;
const nametagCanvas = document.createElement("canvas");
nametagCanvas.width = 256;
nametagCanvas.height = 64;
const nametagCtx = nametagCanvas.getContext("2d");
const nametagTexture = new THREE.Texture(nametagCanvas, null, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearFilter);
const nametag = new THREE.Mesh(nametagGeometry, new THREE.MeshBasicMaterial({ transparent: true, opacity: 0.5, map: nametagTexture }));
nametag.position.y = 1.8;
root.add(nametag);
const body = new THREE.Mesh(bodyGeometry, teamMaterials[avatar.teamIndex]);
body.rotateY(avatar.angleY);
body.castShadow = true;
body.receiveShadow = true;
body.position.y = 0.7;
root.add(body);
const head = new THREE.Mesh(headGeometry, headMaterial);
head.castShadow = true;
head.receiveShadow = true;
head.position.y = 0.5;
body.add(head);
const shoulders = new THREE.Group();
// NOTE: Global Y must match up with shared.shoulderHeight
shoulders.position.y = 0.2;
shoulders.rotateX(avatar.angleX);
body.add(shoulders);
// NOTE: Arm length must match up with shared.armLength
const leftArm = new THREE.Mesh(armGeometry, skinMaterial);
leftArm.castShadow = true;
leftArm.receiveShadow = true;
leftArm.position.z = 0.3;
shoulders.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, skinMaterial);
rightArm.castShadow = true;
rightArm.receiveShadow = true;
rightArm.position.z = -0.3;
shoulders.add(rightArm);
const pelvis = new THREE.Group();
pelvis.position.y = -0.1;
body.add(pelvis);
const leftLeg = new THREE.Mesh(legGeometry, skinMaterial);
leftLeg.castShadow = true;
leftLeg.receiveShadow = true;
leftLeg.position.z = 0.1;
pelvis.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, skinMaterial);
rightLeg.castShadow = true;
rightLeg.receiveShadow = true;
rightLeg.position.z = -0.1;
pelvis.add(rightLeg);
const model = { root, nametag, nametagCtx, body, head, shoulders, leftArm, rightArm, leftLeg, rightLeg };
updateNametag(model, name, isMe);
return model;
}
示例2: init
function init() : void {
scene = new THREE.Scene()
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 )
scene.add(camera)
const crosshair = new THREE.Mesh(
new THREE.RingGeometry( 0.02, 0.04, 32 ),
new THREE.MeshBasicMaterial( {
color: 0xffffff,
opacity: 0.5,
transparent: true
} )
)
crosshair.position.z = - 2
camera.add(crosshair)
room = new THREE.Mesh(
new THREE.BoxGeometry(6, 6, 6, 10, 10, 10),
new THREE.MeshBasicMaterial({ color: 0x202020, wireframe: true })
)
scene.add(room)
scene.add(new THREE.HemisphereLight(0x404020, 0x202040, 0.5))
const light = new THREE.DirectionalLight(0xffffff)
light.position.set(1, 1, 1).normalize()
scene.add(light)
const geometry = new THREE.BoxGeometry( 0.15, 0.15, 0.15 )
for(let i = 0; i < 200; i++) {
const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) )
object.position.x = Math.random() * 4 - 2
object.position.y = Math.random() * 4 - 2
object.position.z = Math.random() * 4 - 2
object.rotation.x = Math.random() * 2 * Math.PI
object.rotation.y = Math.random() * 2 * Math.PI
object.rotation.z = Math.random() * 2 * Math.PI
object.scale.x = Math.random() + 0.5
object.scale.y = Math.random() + 0.5
object.scale.z = Math.random() + 0.5
object.userData.velocity = new THREE.Vector3()
object.userData.velocity.x = Math.random() * 0.01 - 0.005
object.userData.velocity.y = Math.random() * 0.01 - 0.005
object.userData.velocity.z = Math.random() * 0.01 - 0.005
room.add( object )
}
raycaster = new THREE.Raycaster()
// renderer = new THREE.WebGLRenderer({ antialias: true })
// renderer.setClearColor(0x101010)
// renderer.setPixelRatio(window.devicePixelRatio)
// renderer.setSize(window.innerWidth, window.innerHeight)
// renderer.sortObjects = false
renderer2 = new CSS3DRenderer()
renderer2.setSize(window.innerWidth, window.innerHeight)
renderer2.domElement.style.position = 'absolute'
renderer2.domElement.style.top = '0'
const container = document.createElement('div')
document.body.appendChild(container)
// container.appendChild(renderer.domElement)
container.appendChild(renderer2.domElement)
controls = new VRControls(camera, e => console.error(e))
// effect = new VREffect(renderer, (err : string) => console.error('VREffect: ' + err) )
effect2 = new CSS3DVREffect(renderer2, (err : string) => console.error('CSS3DVREffect: ' + err))
// CSS Object
const element = document.createElement('div')
element.innerHTML = 'Plain text inside a div.'
element.className = 'three-div'
const div = new CSSObject3D(element)
div.position.x = 0
div.position.y = 0
div.position.z = -185
div.rotation.y = 0
// div.rotation.y = Math.PI
scene.add(div)
if(WebVR.isAvailable()) {
// document.body.appendChild(WebVR.getButton(effect))
document.body.appendChild(WebVR.getButton(effect2))
}
// renderer.domElement.addEventListener('mousedown', onMouseDown, false)
// renderer.domElement.addEventListener('mouseup', onMouseUp, false)
// renderer.domElement.addEventListener('touchstart', onMouseDown, false)
// renderer.domElement.addEventListener('touchend', onMouseUp, false)
renderer2.domElement.addEventListener('mousedown', onMouseDown, false)
renderer2.domElement.addEventListener('mouseup', onMouseUp, false)
renderer2.domElement.addEventListener('touchstart', onMouseDown, false)
renderer2.domElement.addEventListener('touchend', onMouseUp, false)
window.addEventListener('resize', onWindowResize, false)
}