webgl_math_orientation_transform.html 3.5 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js transform orientation</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background:#777;
				padding:0;
				margin:0;
				font-weight: bold;
				overflow:hidden;
			}

			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				color: #ffffff;
				padding: 5px;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
			}

			a {
				color: #ffffff;
			}
		</style>

		<script src="../build/three.js"></script>
		<script src="js/controls/OrbitControls.js"></script>
		<script src="js/Detector.js"></script>

	</head>
	<body>

		<div id="container"></div>
		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - gradually transform an orientation to a target orientation
		</div>

		<script>

		if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

		var camera, scene, renderer, mesh, target;

		var spherical = new THREE.Spherical();
		var rotationMatrix = new THREE.Matrix4();
		var targetRotation = new THREE.Quaternion();
		var clock = new THREE.Clock();
		var speed = 2;

		init();
		animate();

		function init() {

			camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
			camera.position.z = 5;

			scene = new THREE.Scene();

			var geometry = new THREE.ConeBufferGeometry( 0.2, 1, 8 );
			geometry.rotateX( Math.PI * 0.5 );
			var material = new THREE.MeshNormalMaterial();

			mesh = new THREE.Mesh( geometry, material );
			scene.add( mesh );

			//

			var targetGeometry = new THREE.SphereBufferGeometry( 0.05 );
			var targetMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
			target = new THREE.Mesh( targetGeometry, targetMaterial );
			scene.add( target );

			//

			var sphereGeometry = new THREE.SphereBufferGeometry( 2, 32, 32 );
			var sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xcccccc, wireframe: true, transparent: true, opacity: 0.3 } );
			var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
			scene.add( sphere );

			//

			renderer = new THREE.WebGLRenderer( { antialias: true } );
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			document.body.appendChild( renderer.domElement );

			//

			window.addEventListener( 'resize', onResize, false );

			//

			var controls = new THREE.OrbitControls( camera, renderer.domElement );

			//

			generateTarget();

		}

		function onResize() {

			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();

			renderer.setSize( window.innerWidth, window.innerHeight );

		}

		function animate() {

			requestAnimationFrame( animate );

			var delta = clock.getDelta();

			if ( ! mesh.quaternion.equals( targetRotation ) ) {

				var step = speed * delta;
				mesh.quaternion.transformTo( targetRotation, step );

			}

			renderer.render( scene, camera );

		}

		function generateTarget() {

			// generate a random points on a sphere

			spherical.theta = Math.random() * Math.PI * 2;
			spherical.phi = Math.acos( ( 2 * Math.random() ) - 1 );
			spherical.radius = 2;

			target.position.setFromSpherical( spherical );

			// compute target rotation

			rotationMatrix.lookAt( target.position, mesh.position, mesh.up );
			targetRotation.setFromRotationMatrix( rotationMatrix );

			setTimeout( generateTarget, 2000 );

		}

	</script>

</body>
</html>