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* wip: use camera.projection instead of different camera instances Avoid switch camera projection needs to recreate the instance * update examples * release 2.0.0-alpha.35
62 lines
1.5 KiB
TypeScript
62 lines
1.5 KiB
TypeScript
import { App3D, InstancedMesh, Node as ClayNode } from 'claygl';
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const app = new App3D('#main', {
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graphic: {
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shadow: true,
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tonemapping: true
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}
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});
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// Create camera
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const camera = app.createCamera([100, 300, 800], [0, 100, 0]);
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camera.projection.far = 10000;
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// Load boombox model.
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app.loadModel('./assets/models/SambaDancing/SambaDancing.gltf').then(function (result) {
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const instancedMeshes = result.meshes.map((mesh) => {
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return new InstancedMesh(mesh.geometry, mesh.material, {
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skeleton: mesh.skeleton,
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joints: mesh.joints,
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frustumCulling: false,
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instances: []
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});
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});
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result.meshes.forEach((mesh, idx) => {
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const parent = mesh.getParent()!;
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parent.remove(mesh);
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parent.add(instancedMeshes[idx]);
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});
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const ROBOT_COUNT = 8;
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const instances: InstancedMesh['instances'] = [];
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for (var i = 0; i < ROBOT_COUNT; i++) {
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for (var j = 0; j < ROBOT_COUNT; j++) {
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var node = new ClayNode();
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node.position.x = (i - ROBOT_COUNT / 2) * 150;
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node.position.z = (j - ROBOT_COUNT / 2) * 150;
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instances.push({
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node: node
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});
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app.scene.add(node);
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}
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}
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instancedMeshes.forEach((mesh) => {
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mesh.instances = instances;
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});
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});
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const plane = app.createPlane();
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plane.rotation.rotateX(-Math.PI / 2);
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plane.scale.set(1000, 1000, 1);
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plane.castShadow = false;
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// Create light
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const mainLight = app.createDirectionalLight([-2, -1, -1]);
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mainLight.intensity = 1;
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mainLight.shadowResolution = 2048;
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window.onresize = function () {
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app.resize();
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};
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