Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
a0c6e077
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
a0c6e077
编写于
9月 04, 2011
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added shadows to the draggable cubes example (@spite's suggestion).
上级
1bdf3dae
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
24 addition
and
42 deletion
+24
-42
examples/webgl_interactive_draggablecubes.html
examples/webgl_interactive_draggablecubes.html
+24
-42
未找到文件。
examples/webgl_interactive_draggablecubes.html
浏览文件 @
a0c6e077
...
...
@@ -21,7 +21,7 @@
<script
type=
"text/javascript"
>
var
container
,
data
,
stats
;
var
container
,
stats
;
var
camera
,
scene
,
projector
,
renderer
;
var
objects
=
[],
plane
;
...
...
@@ -50,18 +50,9 @@
scene
=
new
THREE
.
Scene
();
var
light
=
new
THREE
.
DirectionalLight
(
0xffffff
,
2
);
light
.
position
.
x
=
1
;
light
.
position
.
y
=
1
;
light
.
position
.
z
=
1
;
light
.
position
.
normalize
();
scene
.
addLight
(
light
);
var
light
=
new
THREE
.
DirectionalLight
(
0xffffff
);
light
.
position
.
x
=
-
1
;
light
.
position
.
y
=
-
1
;
light
.
position
.
z
=
-
1
;
light
.
position
.
normalize
();
var
light
=
new
THREE
.
SpotLight
(
0xffffff
,
2
);
light
.
position
.
set
(
0
,
500
,
2000
);
light
.
castShadow
=
true
;
scene
.
addLight
(
light
);
var
geometry
=
new
THREE
.
CubeGeometry
(
40
,
40
,
40
);
...
...
@@ -69,7 +60,7 @@
for
(
var
i
=
0
;
i
<
200
;
i
++
)
{
var
object
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshLambertMaterial
(
{
color
:
Math
.
random
()
*
0xffffff
}
)
);
object
.
position
.
x
=
Math
.
random
()
*
800
-
4
00
;
object
.
position
.
x
=
Math
.
random
()
*
1000
-
5
00
;
object
.
position
.
y
=
Math
.
random
()
*
600
-
300
;
object
.
position
.
z
=
Math
.
random
()
*
800
-
400
;
object
.
rotation
.
x
=
(
Math
.
random
()
*
360
)
*
Math
.
PI
/
180
;
...
...
@@ -78,6 +69,8 @@
object
.
scale
.
x
=
Math
.
random
()
*
2
+
1
;
object
.
scale
.
y
=
Math
.
random
()
*
2
+
1
;
object
.
scale
.
z
=
Math
.
random
()
*
2
+
1
;
object
.
castShadow
=
true
;
object
.
receiveShadow
=
true
;
scene
.
addObject
(
object
);
objects
.
push
(
object
);
...
...
@@ -93,15 +86,20 @@
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
sortObjects
=
false
;
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
data
=
document
.
createElement
(
'
div
'
);
data
.
style
.
position
=
'
absolute
'
;
data
.
style
.
whiteSpace
=
'
nowrap
'
;
data
.
style
.
color
=
'
#404040
'
;
data
.
style
.
padding
=
'
8px
'
;
data
.
style
.
backgroundColor
=
'
#ffffff
'
;
container
.
appendChild
(
data
);
renderer
.
shadowCameraNear
=
3
;
renderer
.
shadowCameraFar
=
camera
.
far
;
renderer
.
shadowCameraFov
=
50
;
renderer
.
shadowMapBias
=
0.0039
;
renderer
.
shadowMapDarkness
=
0.5
;
renderer
.
shadowMapWidth
=
1024
;
renderer
.
shadowMapHeight
=
1024
;
renderer
.
shadowMapEnabled
=
true
;
renderer
.
shadowMapSoft
=
true
;
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
...
...
@@ -118,9 +116,6 @@
event
.
preventDefault
();
data
.
style
.
left
=
(
-
20
+
event
.
clientX
)
+
'
px
'
;
data
.
style
.
top
=
(
10
+
event
.
clientY
)
+
'
px
'
;
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
...
...
@@ -151,18 +146,21 @@
INTERSECTED
=
intersects
[
0
].
object
;
INTERSECTED
.
currentHex
=
INTERSECTED
.
materials
[
0
].
color
.
getHex
();
INTERSECTED
.
materials
[
0
].
color
.
setHex
(
0xff0000
);
plane
.
position
.
copy
(
INTERSECTED
.
position
);
}
container
.
style
.
cursor
=
'
pointer
'
;
}
else
{
if
(
INTERSECTED
)
INTERSECTED
.
materials
[
0
].
color
.
setHex
(
INTERSECTED
.
currentHex
);
INTERSECTED
=
null
;
container
.
style
.
cursor
=
'
auto
'
;
}
}
...
...
@@ -211,26 +209,10 @@
}
var
radius
=
100
;
var
theta
=
0
;
function
render
()
{
theta
+=
0.2
;
renderer
.
render
(
scene
,
camera
);
if
(
INTERSECTED
)
{
data
.
style
.
visibility
=
'
visible
'
;
data
.
innerHTML
=
'
x:
'
+
INTERSECTED
.
position
.
x
+
'
<br>y:
'
+
INTERSECTED
.
position
.
y
+
'
<br>z:
'
+
INTERSECTED
.
position
.
z
;
}
else
{
data
.
style
.
visibility
=
'
hidden
'
;
}
}
</script>
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录