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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
53 lines
1.1 KiB
TypeScript
53 lines
1.1 KiB
TypeScript
import {
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Renderer,
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Scene,
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startTimeline,
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TextureCube,
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Skybox,
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OrbitControl,
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Vector3,
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Camera
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} from 'claygl';
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const renderer = new Renderer({
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canvas: document.getElementById('Main') as HTMLCanvasElement
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});
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const scene = new Scene();
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const camera = new Camera('perspective', {
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aspect: renderer.getViewportAspect(),
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far: 500
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});
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const texture = new TextureCube({
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flipY: false
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});
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texture.load({
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px: 'assets/textures/cube/skybox/px.jpg',
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nx: 'assets/textures/cube/skybox/nx.jpg',
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py: 'assets/textures/cube/skybox/py.jpg',
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ny: 'assets/textures/cube/skybox/ny.jpg',
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pz: 'assets/textures/cube/skybox/pz.jpg',
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nz: 'assets/textures/cube/skybox/nz.jpg'
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});
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const skybox = new Skybox();
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skybox.setEnvironmentMap(texture);
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scene.skybox = skybox;
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camera.scale.set(10, 10, 10);
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camera.position.set(5, 12, 10);
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camera.lookAt(new Vector3(0, 8, 0));
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const control = new OrbitControl({
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target: camera,
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domElement: renderer.canvas,
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panSensitivity: 0.4,
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zoomSensitivity: 0.4
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});
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renderer.render(scene, camera);
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startTimeline((deltaTime) => {
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control.update(deltaTime);
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renderer.render(scene, camera);
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});
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