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HTML

<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Cleanup</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
#root {
position: absolute;
left: 0;
top: 0;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
class ResourceTracker {
constructor() {
this.resources = new Set();
}
track( resource ) {
if ( resource.dispose || resource instanceof THREE.Object3D ) {
this.resources.add( resource );
}
return resource;
}
untrack( resource ) {
this.resources.delete( resource );
}
dispose() {
for ( const resource of this.resources ) {
if ( resource instanceof THREE.Object3D ) {
if ( resource.parent ) {
resource.parent.remove( resource );
}
}
if ( resource.dispose ) {
resource.dispose();
}
}
this.resources.clear();
}
}
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 2;
const scene = new THREE.Scene();
const cubes = []; // an array we can use to rotate the cubes
function addStuffToScene() {
const resTracker = new ResourceTracker();
const track = resTracker.track.bind( resTracker );
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = track( new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth ) );
const loader = new THREE.TextureLoader();
const texture = loader.load( 'resources/images/wall.jpg' );
texture.colorSpace = THREE.SRGBColorSpace;
const material = track( new THREE.MeshBasicMaterial( {
map: track( texture ),
} ) );
const cube = track( new THREE.Mesh( geometry, material ) );
scene.add( cube );
cubes.push( cube ); // add to our list of cubes to rotate
return resTracker;
}
function waitSeconds( seconds = 0 ) {
return new Promise( resolve => setTimeout( resolve, seconds * 1000 ) );
}
async function process() {
for ( ;; ) {
const resTracker = addStuffToScene();
await waitSeconds( 2 );
cubes.length = 0; // remove the cubes
resTracker.dispose();
await waitSeconds( 1 );
}
}
process();
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = .2 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>