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Make BufferGeometry only contain normal buffer attributes by default (#…
…432) * Default BufferGeometry to use normal attributes * Named types * Fix * Stricter base * Update OTHER_FILES
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148 changes: 148 additions & 0 deletions
148
types/three/test/integration/three-examples/webgl_buffergeometry_glbufferattribute.ts
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Original file line number | Diff line number | Diff line change |
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import * as THREE from 'three'; | ||
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import * as Stats from 'three/examples/jsm/libs/stats.module.js'; | ||
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let container: HTMLElement; | ||
let stats: Stats; | ||
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let camera: THREE.PerspectiveCamera; | ||
let scene: THREE.Scene; | ||
let renderer: THREE.WebGLRenderer; | ||
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let points: THREE.Points<THREE.BufferGeometry<THREE.NormalOrGLBufferAttributes>>; | ||
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const particles = 300000; | ||
let drawCount = 10000; | ||
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init(); | ||
animate(); | ||
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function init() { | ||
container = document.getElementById('container')!; | ||
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// | ||
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renderer = new THREE.WebGLRenderer({ antialias: false }); | ||
renderer.setPixelRatio(window.devicePixelRatio); | ||
renderer.setSize(window.innerWidth, window.innerHeight); | ||
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container.appendChild(renderer.domElement); | ||
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// | ||
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camera = new THREE.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 5, 3500); | ||
camera.position.z = 2750; | ||
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scene = new THREE.Scene(); | ||
scene.background = new THREE.Color(0x050505); | ||
scene.fog = new THREE.Fog(0x050505, 2000, 3500); | ||
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// | ||
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const geometry = new THREE.BufferGeometry<THREE.NormalOrGLBufferAttributes>(); | ||
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const positions = []; | ||
const positions2 = []; | ||
const colors = []; | ||
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const color = new THREE.Color(); | ||
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const n = 1000; | ||
const n2 = n / 2; // particles spread in the cube | ||
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for (let i = 0; i < particles; i++) { | ||
// positions | ||
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const x = Math.random() * n - n2; | ||
const y = Math.random() * n - n2; | ||
const z = Math.random() * n - n2; | ||
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positions.push(x, y, z); | ||
positions2.push(z * 0.3, x * 0.3, y * 0.3); | ||
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// colors | ||
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const vx = x / n + 0.5; | ||
const vy = y / n + 0.5; | ||
const vz = z / n + 0.5; | ||
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color.setRGB(vx, vy, vz); | ||
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colors.push(color.r, color.g, color.b); | ||
} | ||
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const gl = renderer.getContext(); | ||
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const pos = gl.createBuffer()!; | ||
gl.bindBuffer(gl.ARRAY_BUFFER, pos); | ||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); | ||
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const pos2 = gl.createBuffer()!; | ||
gl.bindBuffer(gl.ARRAY_BUFFER, pos2); | ||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions2), gl.STATIC_DRAW); | ||
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const rgb = gl.createBuffer()!; | ||
gl.bindBuffer(gl.ARRAY_BUFFER, rgb); | ||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); | ||
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const posAttr1 = new THREE.GLBufferAttribute(pos, gl.FLOAT, 3, 4, particles); | ||
const posAttr2 = new THREE.GLBufferAttribute(pos2, gl.FLOAT, 3, 4, particles); | ||
geometry.setAttribute('position', posAttr1); | ||
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setInterval(() => { | ||
const attr = geometry.getAttribute('position'); | ||
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geometry.setAttribute('position', attr === posAttr1 ? posAttr2 : posAttr1); | ||
}, 2000); | ||
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geometry.setAttribute('color', new THREE.GLBufferAttribute(rgb, gl.FLOAT, 3, 4, particles)); | ||
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// | ||
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const material = new THREE.PointsMaterial({ size: 15, vertexColors: true }); | ||
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points = new THREE.Points(geometry, material); | ||
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// Choose one: | ||
// geometry.boundingSphere = ( new THREE.Sphere() ).set( new THREE.Vector3(), Infinity ); | ||
points.frustumCulled = false; | ||
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scene.add(points); | ||
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// | ||
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stats = new Stats(); | ||
container.appendChild(stats.dom); | ||
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// | ||
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window.addEventListener('resize', onWindowResize); | ||
} | ||
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function onWindowResize() { | ||
camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
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renderer.setSize(window.innerWidth, window.innerHeight); | ||
} | ||
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// | ||
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function animate() { | ||
requestAnimationFrame(animate); | ||
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render(); | ||
stats.update(); | ||
} | ||
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function render() { | ||
drawCount = (Math.max(5000, drawCount) + Math.floor(500 * Math.random())) % particles; | ||
points.geometry.setDrawRange(0, drawCount); | ||
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const time = Date.now() * 0.001; | ||
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points.rotation.x = time * 0.1; | ||
points.rotation.y = time * 0.2; | ||
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renderer.render(scene, camera); | ||
} |
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