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纹理管理测试。
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@ -29,11 +29,11 @@ namespace ShadowEditor.Server.Controllers
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public JsonResult List()
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{
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var mongo = new MongoHelper();
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var scenes = mongo.FindAll(Constant.TextureCollectionName);
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var docs = mongo.FindAll(Constant.TextureCollectionName);
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var list = new List<TextureModel>();
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foreach (var i in scenes)
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foreach (var i in docs)
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{
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var info = new TextureModel
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{
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@ -16,11 +16,11 @@ function Physics(options) {
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this.armMovement = 0;
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// 物理环境配置
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this.collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
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this.dispatcher = new Ammo.btCollisionDispatcher(this.collisionConfiguration);
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this.broadphase = new Ammo.btDbvtBroadphase();
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this.solver = new Ammo.btSequentialImpulseConstraintSolver();
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this.softBodySolver = new Ammo.btDefaultSoftBodySolver();
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this.collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration(); // 软体刚体碰撞配置
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this.dispatcher = new Ammo.btCollisionDispatcher(this.collisionConfiguration); // 碰撞调度器
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this.broadphase = new Ammo.btDbvtBroadphase(); // dbvt粗测
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this.solver = new Ammo.btSequentialImpulseConstraintSolver(); // 顺序脉冲约束求解器
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this.softBodySolver = new Ammo.btDefaultSoftBodySolver(); // 默认软体求解器
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this.world = new Ammo.btSoftRigidDynamicsWorld(this.dispatcher, this.broadphase, this.solver, this.collisionConfiguration, this.softBodySolver);
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@ -111,7 +111,9 @@ Physics.prototype.onThrowBall = function (event) {
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// Creates a ball and throws it
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var ballMass = 35;
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var ballRadius = 0.4;
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var ballMaterial = new THREE.MeshPhongMaterial({ color: 0x202020 });
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var ballMaterial = new THREE.MeshPhongMaterial({
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color: 0x202020
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});
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var ball = new THREE.Mesh(new THREE.SphereBufferGeometry(ballRadius, 14, 10), ballMaterial);
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ball.castShadow = true;
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