Source file: /examples/mesh/meshTopology.js
import Stats from "stats.js";
import {
MeshMaterial3D,
BasicMaterial,
PrimitiveTopology,
WebGLRenderer,
PerspectiveProjection,
Camera,
WebGLRenderDevice,
PlaneMeshBuilder,
Mesh,
MeshMaterialPlugin,
CanvasTarget,
CameraPlugin
} from "webgllis"
// performance monitor
const stats = new Stats()
stats.showPanel(1)
document.body.append(stats.dom)
stats.dom.removeAttribute('style')
stats.dom.classList.add('performance-monitor')
const canvas = document.createElement('canvas')
const renderTarget = new CanvasTarget(canvas)
const renderDevice = new WebGLRenderDevice(canvas,{
depth:true
})
const renderer = new WebGLRenderer({
plugins:[
new MeshMaterialPlugin(),
new CameraPlugin()
]
})
const camera = new Camera(renderTarget)
document.body.append(canvas)
updateView()
const meshBuilder = new PlaneMeshBuilder()
const material = new BasicMaterial()
/**@type {[Mesh, Mesh, Mesh, Mesh, Mesh, Mesh, Mesh]} */
const meshes = [
meshBuilder.build(),
meshBuilder.build(),
meshBuilder.build(),
meshBuilder.build(),
meshBuilder.build(),
meshBuilder.build(),
meshBuilder.build()
]
meshes[0].topology = PrimitiveTopology.Points
meshes[1].topology = PrimitiveTopology.Lines
meshes[2].topology = PrimitiveTopology.LineLoop
meshes[3].topology = PrimitiveTopology.LineStrip
meshes[4].topology = PrimitiveTopology.Triangles
meshes[5].topology = PrimitiveTopology.TriangleStrip
meshes[6].topology = PrimitiveTopology.TriangleFan
//create objects
const objects = meshes.map(object => new MeshMaterial3D(object, material))
//transform objects to their positions
objects.forEach((object, i) => {
const stepX = 1.6
const stepY = 2
const startX = -1.6
const startY = 1.6
const number = 3
object.transform.position.x = startX + stepX * (i % number)
object.transform.position.y = startY - Math.floor(i / number) * stepY
})
//set up the camera
camera.transform.position.z = 5
if (camera.projection instanceof PerspectiveProjection) {
camera.projection.fov = Math.PI / 180 * 120
camera.projection.aspect = innerWidth / innerHeight
}
requestAnimationFrame(update)
function update() {
stats.begin()
renderer.render([...objects, camera],renderDevice)
stats.end()
requestAnimationFrame(update)
}
addEventListener("resize", updateView)
function updateView() {
canvas.style.width = innerWidth + "px"
canvas.style.height = innerHeight + "px"
canvas.width = innerWidth * devicePixelRatio
canvas.height = innerHeight * devicePixelRatio
if (camera.projection instanceof PerspectiveProjection) {
camera.projection.aspect = innerWidth / innerHeight
}
}