JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
<script>
THREE.BufferGeometryUtils = {
/**
* @param {Array<THREE.BufferGeometry>} geometries
* @return {THREE.BufferGeometry}
*/
mergeBufferGeometries: function ( geometries, useGroups ) {
var isIndexed = geometries[ 0 ].index !== null;
var attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );
var morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );
var attributes = {};
var morphAttributes = {};
var mergedGeometry = new THREE.BufferGeometry();
var offset = 0;
for ( var i = 0; i < geometries.length; ++ i ) {
var geometry = geometries[ i ];
// ensure that all geometries are indexed, or none
if ( isIndexed !== ( geometry.index !== null ) ) return null;
// gather attributes, exit early if they're different
for ( var name in geometry.attributes ) {
if ( !attributesUsed.has( name ) ) return null;
if ( attributes[ name ] === undefined ) attributes[ name ] = [];
attributes[ name ].push( geometry.attributes[ name ] );
}
// gather morph attributes, exit early if they're different
for ( var name in geometry.morphAttributes ) {
if ( !morphAttributesUsed.has( name ) ) return null;
if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];
morphAttributes[ name ].push( geometry.morphAttributes[ name ] );
}
// gather .userData
mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];
mergedGeometry.userData.mergedUserData.push( geometry.userData );
if ( useGroups ) {
var count;
if ( isIndexed ) {
count = geometry.index.count;
} else if ( geometry.attributes.position !== undefined ) {
count = geometry.attributes.position.count;
} else {
return...
JavaScript
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 100, 100 );
scene = new THREE.Scene();
camera.lookAt( scene.position );
var geos = [];
for (var i = 0; i < 700; i++) {
var geo = new THREE.CylinderBufferGeometry(1, 1, 20, 16);
var pos = new THREE.Vector3();
pos.x = Math.random() * 100 - 50;
pos.z = Math.random() * 100 - 50;
geo.translate(pos.x, pos.y, pos.z);
geos.push(geo);
}
var bf_geo = THREE.BufferGeometryUtils.mergeBufferGeometries( geos );
var mergeMesh = new THREE.Mesh(bf_geo, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
scene.add(mergeMesh);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}