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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
42 lines
986 B
TypeScript
42 lines
986 B
TypeScript
import { App3D, OrbitControl } from 'claygl';
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import dat from 'dat.gui';
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const app = new App3D('#main');
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app.renderer.logDepthBuffer = true;
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// Create camera
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const camera = app.createCamera([0, 3, 8], [0, 1, 0]);
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camera.projection.far = 10;
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// Create lights
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app.createDirectionalLight([-2, -1, -1], '#fff', 0.7);
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app.createAmbientLight('#fff', 0.3);
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// Create geometries.
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for (let i = 0; i < 10; i++) {
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const cube = app.createCube({
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color: [Math.random(), Math.random(), Math.random()]
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});
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const x = Math.random() * 1e-3;
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const y = Math.random() * 1e-3;
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const z = Math.random() * 1e-3;
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cube.position.set(x, y, z);
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}
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const control = new OrbitControl({
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target: camera,
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domElement: app.container,
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timeline: app.timeline
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});
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window.onresize = function () {
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app.resize();
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};
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const config = {
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logDepthBuffer: true
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};
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const gui = new dat.GUI();
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gui.add(config, 'logDepthBuffer').onChange(function () {
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app.renderer.logDepthBuffer = config.logDepthBuffer;
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});
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