提交 84da87ab 编写于 作者: S stephomi

Add test example with interactive lines.

上级 95d8c32c
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - interactive lines</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 {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, projector, raycaster, renderer, parentTransform, sphereInter;
var mouse = new THREE.Vector2();
var radius = 100, theta = 0;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
container.appendChild( info );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
scene = new THREE.Scene();
var light = new THREE.DirectionalLight( 0xffffff, 2 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( -1, -1, -1 ).normalize();
scene.add( light );
var sphereGeometry = new THREE.SphereGeometry(3);
sphereInter = new THREE.Mesh( sphereGeometry, new THREE.MeshLambertMaterial( { color: 0xff0000 } ) );
sphereInter.visible = false;
scene.add( sphereInter );
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 15, 15, 15 ) );
parentTransform = new THREE.Mesh();
parentTransform.position.x = Math.random() * 800 - 400;
parentTransform.position.y = Math.random() * 800 - 400;
parentTransform.position.z = Math.random() * 800 - 400;
parentTransform.rotation.x = Math.random() * 2 * Math.PI;
parentTransform.rotation.y = Math.random() * 2 * Math.PI;
parentTransform.rotation.z = Math.random() * 2 * Math.PI;
// parentTransform.scale.x = Math.random() + 0.5;
// parentTransform.scale.y = Math.random() + 0.5;
// parentTransform.scale.z = Math.random() + 0.5;
for ( var i = 0; i < 1000; i ++ ) {
var object = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff, linewidth: 2 } ) );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
// object.scale.x = Math.random() + 0.5;
// object.scale.y = Math.random() + 0.5;
// object.scale.z = Math.random() + 0.5;
parentTransform.add( object );
}
scene.add(parentTransform);
projector = new THREE.Projector();
raycaster = new THREE.Raycaster();
raycaster.linePrecision = 5;
renderer = new THREE.WebGLRenderer();
renderer.sortObjects = false;
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
theta += 0.1;
camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( scene.position );
// find intersections
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
var intersects = raycaster.intersectObjects( parentTransform.children, true);
if ( intersects.length > 0 ) {
sphereInter.visible = true;
sphereInter.position = (intersects[0].point).clone();
} else {
sphereInter.visible = false;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
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