未验证 提交 c52b2a85 编写于 作者: M Mr.doob 提交者: GitHub

Examples: Removed webxr_vr_lorenzattractor. (#22315)

上级 6791f074
......@@ -62,7 +62,6 @@ renderer.setAnimationLoop( function () {
[example:webxr_vr_ballshooter WebXR / VR / ballshooter]<br />
[example:webxr_vr_cubes WebXR / VR / cubes]<br />
[example:webxr_vr_dragging WebXR / VR / dragging]<br />
[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
[example:webxr_vr_paint WebXR / VR / paint]<br />
[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
[example:webxr_vr_panorama WebXR / VR / panorama]<br />
......
......@@ -67,7 +67,6 @@ renderer.setAnimationLoop( function () {
[example:webxr_vr_ballshooter WebXR / VR / ballshooter]<br />
[example:webxr_vr_cubes WebXR / VR / cubes]<br />
[example:webxr_vr_dragging WebXR / VR / dragging]<br />
[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
[example:webxr_vr_paint WebXR / VR / paint]<br />
[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
[example:webxr_vr_panorama WebXR / VR / panorama]<br />
......
......@@ -61,7 +61,6 @@ renderer.setAnimationLoop( function () {
[example:webxr_vr_ballshooter WebXR / VR / ballshooter]<br />
[example:webxr_vr_cubes WebXR / VR / cubes]<br />
[example:webxr_vr_dragging WebXR / VR / dragging]<br />
[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
[example:webxr_vr_paint WebXR / VR / paint]<br />
[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
[example:webxr_vr_panorama WebXR / VR / panorama]<br />
......
......@@ -44,7 +44,7 @@ renderer.xr.enabled = true;
</code>
<p>
마지막으로, 자주 쓰이는 *window.requestAnimationFrame()* 기능을 활용할 수 없기 때문에, 애니메이션 루프를 수정해주어야 합니다.
마지막으로, 자주 쓰이는 *window.requestAnimationFrame()* 기능을 활용할 수 없기 때문에, 애니메이션 루프를 수정해주어야 합니다.
VR 프로젝트에서는 [page:WebGLRenderer.setAnimationLoop setAnimationLoop]를 사용합니다.
가장 간소화된 코드는 다음과 같습니다:
</p>
......@@ -65,7 +65,6 @@ renderer.setAnimationLoop( function () {
[example:webxr_vr_ballshooter WebXR / VR / ballshooter]<br />
[example:webxr_vr_cubes WebXR / VR / cubes]<br />
[example:webxr_vr_dragging WebXR / VR / dragging]<br />
[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
[example:webxr_vr_paint WebXR / VR / paint]<br />
[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
[example:webxr_vr_panorama WebXR / VR / panorama]<br />
......@@ -77,4 +76,4 @@ renderer.setAnimationLoop( function () {
</body>
</html>
\ No newline at end of file
</html>
......@@ -67,7 +67,6 @@ renderer.setAnimationLoop( function () {
[example:webxr_vr_ballshooter WebXR / VR / ballshooter]<br />
[example:webxr_vr_cubes WebXR / VR / cubes]<br />
[example:webxr_vr_dragging WebXR / VR / dragging]<br />
[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
[example:webxr_vr_paint WebXR / VR / paint]<br />
[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
[example:webxr_vr_panorama WebXR / VR / panorama]<br />
......
......@@ -347,7 +347,6 @@
"webxr_vr_handinput_pressbutton",
"webxr_vr_haptics",
"webxr_vr_layers",
"webxr_vr_lorenzattractor",
"webxr_vr_panorama",
"webxr_vr_panorama_depth",
"webxr_vr_paint",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js vr - lorenz attractor</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<script type="module">
import * as THREE from '../build/three.module.js';
import { VRButton } from './jsm/webxr/VRButton.js';
let camera, scene, renderer;
let attractor, light;
let x = 15 * Math.random();
let y = 15 * Math.random();
let z = 15 * Math.random();
const scale = .02; // for reducing overall displayed size
const speed = 5; // integer, increase for faster visualization
const steps = 100000;
let current = 1;
const shown = 10000;
const beta = 8 / 3;
const rho = 28;
const sigma = 10;
const dt = .005;
init();
animate();
function draw() {
const geometry = attractor.geometry;
geometry.attributes.position.array.copyWithin( 3 );
geometry.attributes.color.array.copyWithin( 3 );
if ( current < steps ) {
const dx = sigma * ( y - x ) * dt;
const dy = ( x * ( rho - z ) - y ) * dt;
const dz = ( x * y - beta * z ) * dt;
x += dx;
y += dy;
z += dz;
geometry.attributes.position.set( [ scale * x, scale * y, scale * z ], 0 );
light.color.setHSL( current / steps, 1, .5 );
geometry.attributes.color.set( light.color.toArray(), 0 );
}
if ( current < steps + shown ) {
current ++;
} else {
current = 0;
}
}
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.set( 0, 1.6, 1 );
//
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array( 3 * shown );
for ( let i = 0; i < positions.length; i += 3 ) {
positions.set( [ scale * x, scale * y, scale * z ], i );
}
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
const colors = new Float32Array( 3 * shown );
for ( let i = 0; i < positions.length; i += 3 ) {
colors.set( [ 1, 0, 0 ], i );
}
geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
const material = new THREE.LineBasicMaterial( { vertexColors: true } );
attractor = new THREE.Line( geometry, material );
attractor.position.set( 0, 1.5, - 2 );
attractor.frustumCulled = false; // critical to avoid blackouts!
scene.add( attractor );
//
light = new THREE.PointLight( 0xffffff, 1 );
light.distance = 2;
attractor.add( light );
const ground = new THREE.Mesh(
new THREE.PlaneGeometry( 10, 10 ),
new THREE.MeshPhongMaterial()
);
ground.geometry.rotateX( - 90 * Math.PI / 180 );
scene.add( ground );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.xr.enabled = true;
document.body.appendChild( renderer.domElement );
document.body.appendChild( VRButton.createButton( renderer ) );
//
window.addEventListener( 'resize', onWindowResize );
//
if ( typeof TESTING !== 'undefined' ) { for ( let i = 0; i < 200; i ++ ) { render(); } };
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
for ( let i = 0; i < speed; i ++ ) draw();
attractor.geometry.attributes.position.needsUpdate = true;
attractor.geometry.attributes.color.needsUpdate = true;
attractor.rotation.z += .001;
renderer.render( scene, camera );
}
</script>
</body>
</html>
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