<div id='hide'>
<div>To scale sine or cosine, multiply it by 1.0 or higher</div>
<div>If you put sin and cos next to each other, at the right distance, they create a zipper effect</div>
</div>
CSS
/* fix mouse click offset errors when doing drags */
body {
margin: 0;
}
div#hide div {
display: none;
}
JavaScript
import * as THREE from "https://unpkg.com/[email protected]/build/three.module.js";
import { OrbitControls } from "https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js";
var scene, renderer, camera;
var cube;
var controls;
var umbrellaMesh;
var objs = [];
init();
lightSetup();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
var gridXZ = new THREE.GridHelper(1000, 100);
scene.add(gridXZ);
var axes = new THREE.AxesHelper(1000);
scene.add(axes);
var g = new THREE.SphereGeometry(30, 30, 30);
var m = new THREE.Mesh(g, new THREE.MeshBasicMaterial({color: 0xff0000}));
m.position.copy(new THREE.Vector3(50, 50, 50));
scene.add(m);
var sGeo = new THREE.PlaneGeometry(12, 12);
var sqMesh = new THREE.Mesh(sGeo);
m.add(sqMesh);
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
camera.position.y = 200;
camera.position.z = 200;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new OrbitControls(camera, renderer.domElement);
lightSetup();
const geoBase = new THREE.PlaneBufferGeometry(6, 6, 6, 6);
const geo = new THREE.InstancedBufferGeometry();
/*geo.instanceCount = 100;
geo.index = geoBase.index;
geo.setAttribute('position', geoBase.getAttribute('position'));
geo.setAttribute('uv', geoBase.getAttribute('uv'));
geo.setAttribute('normal', geoBase.getAttribute('normal'));
*/
geo.index = geoBase.index;
geo.attributes.position = geoBase.attributes.position;
geo.attributes.uv = geoBase.attributes.uv;
geo.attributes.normal = geoBase.attributes.normal;
//updates
geo.computeBoundingSphere();
//geo.computeVertexNormals();
//geo.verticesNeedUpdate = true;
const uniforms = {time: {value: 0}};
const vs = `
uniform float time;
...
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