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75f4dfa5
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75f4dfa5
编写于
3月 13, 2014
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
差异文件
Merge branch 'dev-device' of
https://github.com/WestLangley/three.js
into dev
上级
e03a9317
cfef344f
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
59 addition
and
155 deletion
+59
-155
examples/css3d_panorama_deviceorientation.html
examples/css3d_panorama_deviceorientation.html
+0
-1
examples/js/controls/DeviceOrientationControls.js
examples/js/controls/DeviceOrientationControls.js
+55
-150
examples/misc_controls_deviceorientation.html
examples/misc_controls_deviceorientation.html
+4
-4
未找到文件。
examples/css3d_panorama_deviceorientation.html
浏览文件 @
75f4dfa5
...
...
@@ -87,7 +87,6 @@
];
var
cube
=
new
THREE
.
Object3D
();
cube
.
rotation
.
x
=
90
*
(
Math
.
PI
/
180
);
scene
.
add
(
cube
);
for
(
var
i
=
0
;
i
<
sides
.
length
;
i
++
)
{
...
...
examples/js/controls/DeviceOrientationControls.js
浏览文件 @
75f4dfa5
/**
* @author richt / http://richt.me
* @author WestLangley / http://github.com/WestLangley
*
* W3C Device Orientation control (http://w
ww.w3.org/TR/orientation-event/
)
* W3C Device Orientation control (http://w
3c.github.io/deviceorientation/spec-source-orientation.html
)
*/
THREE
.
DeviceOrientationControls
=
function
(
object
)
{
this
.
object
=
object
;
this
.
object
.
rotation
.
reorder
(
"
YXZ
"
);
this
.
freeze
=
true
;
this
.
deviceOrientation
=
{};
this
.
screenOrientation
=
0
;
var
degtorad
=
Math
.
PI
/
180
;
var
objectRotationMatrix
=
new
THREE
.
Matrix4
();
var
tmpRotationMatrix
=
new
THREE
.
Matrix4
();
this
.
screenOrientation
=
0
;
this
.
onDeviceOrientationChangeEvent
=
function
(
rawEvtData
)
{
this
.
deviceOrientation
=
rawEvtData
;
};
this
.
onScreenOrientationChangeEvent
=
function
()
{
this
.
screenOrientation
=
window
.
orientation
||
0
;
};
this
.
setObjectRotationMatrixFromDeviceOrientation
=
function
()
{
var
x
=
this
.
deviceOrientation
.
beta
?
this
.
deviceOrientation
.
beta
*
degtorad
:
0
;
// beta
var
y
=
this
.
deviceOrientation
.
gamma
?
this
.
deviceOrientation
.
gamma
*
degtorad
:
0
;
// gamma
var
z
=
this
.
deviceOrientation
.
alpha
?
this
.
deviceOrientation
.
alpha
*
degtorad
:
0
;
// alpha
var
cX
=
Math
.
cos
(
x
);
var
cY
=
Math
.
cos
(
y
);
var
cZ
=
Math
.
cos
(
z
);
var
sX
=
Math
.
sin
(
x
);
var
sY
=
Math
.
sin
(
y
);
var
sZ
=
Math
.
sin
(
z
);
//
// ZXY rotation matrix construction.
//
// (see: http://bit.ly/1fjIr6Y)
//
var
m11
=
cZ
*
cY
-
sZ
*
sX
*
sY
;
var
m12
=
-
cX
*
sZ
;
var
m13
=
cY
*
sZ
*
sX
+
cZ
*
sY
;
var
m21
=
cY
*
sZ
+
cZ
*
sX
*
sY
;
var
m22
=
cZ
*
cX
;
var
m23
=
sZ
*
sY
-
cZ
*
cY
*
sX
;
var
m31
=
-
cX
*
sY
;
var
m32
=
sX
;
var
m33
=
cX
*
cY
;
objectRotationMatrix
.
set
(
m11
,
m12
,
m13
,
0
,
m21
,
m22
,
m23
,
0
,
m31
,
m32
,
m33
,
0
,
0
,
0
,
0
,
1
);
return
objectRotationMatrix
;
};
this
.
remapObjectRotationMatrixFromScreenOrientation
=
function
()
{
tmpRotationMatrix
.
copy
(
objectRotationMatrix
);
switch
(
this
.
screenOrientation
)
{
case
90
:
case
-
270
:
//
// 90 degrees counter-clockwise screen transformation matrix:
//
// / 0 -1 0 0 \
// | 1 0 0 0 |
// | 0 0 1 0 |
// \ 0 0 0 1 /
//
// (see: http://bit.ly/1itCOq2)
//
objectRotationMatrix
.
elements
[
0
]
=
-
tmpRotationMatrix
.
elements
[
4
];
objectRotationMatrix
.
elements
[
4
]
=
tmpRotationMatrix
.
elements
[
0
];
objectRotationMatrix
.
elements
[
8
]
=
tmpRotationMatrix
.
elements
[
8
];
objectRotationMatrix
.
elements
[
1
]
=
-
tmpRotationMatrix
.
elements
[
5
];
objectRotationMatrix
.
elements
[
5
]
=
tmpRotationMatrix
.
elements
[
1
];
objectRotationMatrix
.
elements
[
9
]
=
tmpRotationMatrix
.
elements
[
9
];
objectRotationMatrix
.
elements
[
2
]
=
-
tmpRotationMatrix
.
elements
[
6
];
objectRotationMatrix
.
elements
[
6
]
=
tmpRotationMatrix
.
elements
[
2
];
objectRotationMatrix
.
elements
[
10
]
=
tmpRotationMatrix
.
elements
[
10
];
break
;
case
180
:
case
-
180
:
//
// 180 degrees counter-clockwise screen transformation matrix:
//
// / -1 0 0 0 \
// | 0 -1 0 0 |
// | 0 0 1 0 |
// \ 0 0 0 1 /
//
// (see: http://bit.ly/1dIrx0I)
//
objectRotationMatrix
.
elements
[
0
]
=
-
tmpRotationMatrix
.
elements
[
0
];
objectRotationMatrix
.
elements
[
4
]
=
-
tmpRotationMatrix
.
elements
[
4
];
objectRotationMatrix
.
elements
[
8
]
=
tmpRotationMatrix
.
elements
[
8
];
objectRotationMatrix
.
elements
[
1
]
=
-
tmpRotationMatrix
.
elements
[
1
];
objectRotationMatrix
.
elements
[
5
]
=
-
tmpRotationMatrix
.
elements
[
5
];
objectRotationMatrix
.
elements
[
9
]
=
tmpRotationMatrix
.
elements
[
9
];
objectRotationMatrix
.
elements
[
2
]
=
-
tmpRotationMatrix
.
elements
[
2
];
objectRotationMatrix
.
elements
[
6
]
=
-
tmpRotationMatrix
.
elements
[
6
];
objectRotationMatrix
.
elements
[
10
]
=
tmpRotationMatrix
.
elements
[
10
];
break
;
case
270
:
case
-
90
:
//
// 270 degrees counter-clockwise screen transformation matrix:
//
// / 0 1 0 0 \
// | -1 0 0 0 |
// | 0 0 1 0 |
// \ 0 0 0 1 /
//
// (see: http://bit.ly/1h73sQ0)
//
objectRotationMatrix
.
elements
[
0
]
=
tmpRotationMatrix
.
elements
[
4
];
objectRotationMatrix
.
elements
[
4
]
=
-
tmpRotationMatrix
.
elements
[
0
];
objectRotationMatrix
.
elements
[
8
]
=
tmpRotationMatrix
.
elements
[
8
];
objectRotationMatrix
.
elements
[
1
]
=
tmpRotationMatrix
.
elements
[
5
];
objectRotationMatrix
.
elements
[
5
]
=
-
tmpRotationMatrix
.
elements
[
1
];
objectRotationMatrix
.
elements
[
9
]
=
tmpRotationMatrix
.
elements
[
9
];
objectRotationMatrix
.
elements
[
2
]
=
tmpRotationMatrix
.
elements
[
6
];
objectRotationMatrix
.
elements
[
6
]
=
-
tmpRotationMatrix
.
elements
[
2
];
objectRotationMatrix
.
elements
[
10
]
=
tmpRotationMatrix
.
elements
[
10
];
break
;
default
:
//
// 0 degrees screen transformation matrix:
//
// / 1 0 0 0 \
// | 0 1 0 0 |
// | 0 0 1 0 |
// \ 0 0 0 1 /
//
// This transformation is the same as the identity matrix so we need do nothing
break
;
}
this
.
update
=
function
()
{
return
objectRotationMatrix
;
};
var
alpha
,
beta
,
gamma
;
this
.
update
=
function
(
delta
)
{
if
(
this
.
freeze
)
{
return
;
}
return
function
()
{
this
.
setObjectRotationMatrixFromDeviceOrientation
()
;
if
(
this
.
freeze
)
return
;
this
.
remapObjectRotationMatrixFromScreenOrientation
();
alpha
=
this
.
deviceOrientation
.
gamma
?
THREE
.
Math
.
degToRad
(
this
.
deviceOrientation
.
alpha
)
:
0
;
// Z
beta
=
this
.
deviceOrientation
.
beta
?
THREE
.
Math
.
degToRad
(
this
.
deviceOrientation
.
beta
)
:
0
;
// X'
gamma
=
this
.
deviceOrientation
.
gamma
?
THREE
.
Math
.
degToRad
(
this
.
deviceOrientation
.
gamma
)
:
0
;
// Y''
orient
=
this
.
screenOrientation
?
THREE
.
Math
.
degToRad
(
this
.
screenOrientation
)
:
0
;
// O
this
.
object
.
quaternion
.
setFromRotationMatrix
(
objectRotationMatrix
);
};
setObjectQuaternion
(
this
.
object
.
quaternion
,
alpha
,
beta
,
gamma
,
orient
);
}
}();
function
bind
(
scope
,
fn
)
{
return
function
()
{
fn
.
apply
(
scope
,
arguments
);
};
};
this
.
connect
=
function
()
{
this
.
onScreenOrientationChangeEvent
();
// run once on load
window
.
addEventListener
(
'
orientationchange
'
,
bind
(
this
,
this
.
onScreenOrientationChangeEvent
),
false
);
window
.
addEventListener
(
'
deviceorientation
'
,
bind
(
this
,
this
.
onDeviceOrientationChangeEvent
),
false
);
this
.
freeze
=
false
;
};
this
.
disconnect
=
function
()
{
this
.
freeze
=
true
;
window
.
removeEventListener
(
'
orientationchange
'
,
bind
(
this
,
this
.
onScreenOrientationChangeEvent
),
false
);
window
.
removeEventListener
(
'
deviceorientation
'
,
bind
(
this
,
this
.
onDeviceOrientationChangeEvent
),
false
);
};
// The angles alpha, beta and gamma form a set of intrinsic Tait-Bryan angles of type Z-X'-Y''
setObjectQuaternion
=
function
()
{
var
zee
=
new
THREE
.
Vector3
(
0
,
0
,
1
);
var
euler
=
new
THREE
.
Euler
();
var
q0
=
new
THREE
.
Quaternion
();
var
q1
=
new
THREE
.
Quaternion
(
-
Math
.
sqrt
(
0.5
),
0
,
0
,
Math
.
sqrt
(
0.5
)
);
// - PI/2 around the x-axis
return
function
(
quaternion
,
alpha
,
beta
,
gamma
,
orient
)
{
euler
.
set
(
beta
,
alpha
,
-
gamma
,
'
YXZ
'
);
// 'ZXY' for the device, but 'YXZ' for us
quaternion
.
setFromEuler
(
euler
);
// orient the device
quaternion
.
multiply
(
q1
);
// camera looks out the back of the device, not the top
quaternion
.
multiply
(
q0
.
setFromAxisAngle
(
zee
,
-
orient
)
);
// adjust for screen orientation
}
}();
};
examples/misc_controls_deviceorientation.html
浏览文件 @
75f4dfa5
...
...
@@ -71,18 +71,18 @@
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
SphereGeometry
(
500
,
60
,
40
);
var
geometry
=
new
THREE
.
SphereGeometry
(
500
,
16
,
8
);
geometry
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeScale
(
-
1
,
1
,
1
)
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
map
:
THREE
.
ImageUtils
.
loadTexture
(
'
textures/2294472375_24a3b8ef46_o.jpg
'
)
//map: THREE.ImageUtils.loadTexture( 'textures/2294472375_24a3b8ef46_o.jpg' )
wireframe
:
true
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
rotation
.
x
=
90
*
(
Math
.
PI
/
180
);
scene
.
add
(
mesh
);
renderer
=
hasWebGL
?
new
THREE
.
WebGLRenderer
()
:
new
THREE
.
CanvasRenderer
();
renderer
=
hasWebGL
?
new
THREE
.
WebGLRenderer
()
:
new
THREE
.
CanvasRenderer
(
{
devicePixelRatio
:
1
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
domElement
.
style
.
position
=
'
absolute
'
;
renderer
.
domElement
.
style
.
top
=
0
;
...
...
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