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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - interactive cubes</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ font-family: Monospace;
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+ background-color: #f0f0f0;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <script src="../build/three.min.js"></script>
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+
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+ <script src="js/libs/stats.min.js"></script>
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+
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+ <script>
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+
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+ var container, stats;
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+ var camera, scene, raycaster, renderer;
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+
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+ var mouse = new THREE.Vector2(), INTERSECTED;
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+ var radius = 100, theta = 0;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ var info = document.createElement( 'div' );
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+ info.style.position = 'absolute';
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+ info.style.top = '10px';
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+ info.style.width = '100%';
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+ info.style.textAlign = 'center';
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+ info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
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+ container.appendChild( info );
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+
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+ camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 500, 1000 );
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+
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+ scene = new THREE.Scene();
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+
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+ var light = new THREE.DirectionalLight( 0xffffff, 1 );
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+ light.position.set( 1, 1, 1 ).normalize();
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+ scene.add( light );
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+
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+ var geometry = new THREE.BoxGeometry( 20, 20, 20 );
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+
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+ for ( var i = 0; i < 2000; i ++ ) {
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+
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+ var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
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+
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+ object.position.x = Math.random() * 800 - 400;
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+ object.position.y = Math.random() * 800 - 400;
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+ object.position.z = Math.random() * 800 - 400;
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+
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+ object.rotation.x = Math.random() * 2 * Math.PI;
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+ object.rotation.y = Math.random() * 2 * Math.PI;
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+ object.rotation.z = Math.random() * 2 * Math.PI;
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+
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+ object.scale.x = Math.random() + 0.5;
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+ object.scale.y = Math.random() + 0.5;
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+ object.scale.z = Math.random() + 0.5;
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+
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+ scene.add( object );
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+
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+ }
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+
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+ raycaster = new THREE.Raycaster();
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setClearColor( 0xf0f0f0 );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.sortObjects = false;
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+ container.appendChild(renderer.domElement);
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ container.appendChild( stats.domElement );
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+
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+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function onDocumentMouseMove( event ) {
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+
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+ event.preventDefault();
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+
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+ mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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+ mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+ stats.update();
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+
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+ }
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+
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+ function render() {
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+
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+ theta += 0.1;
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+
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+ camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
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+ camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
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+ camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
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+ camera.lookAt( scene.position );
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+
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+ // find intersections
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+
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+ var vector = new THREE.Vector3( mouse.x, mouse.y, - 1 ).unproject( camera );
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+ var direction = new THREE.Vector3( 0, 0, -1 ).transformDirection( camera.matrixWorld );
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+
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+ raycaster.set( vector, direction );
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+
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+ var intersects = raycaster.intersectObjects( scene.children );
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+
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+ if ( intersects.length > 0 ) {
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+
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+ if ( INTERSECTED != intersects[ 0 ].object ) {
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+
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+ if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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+
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+ INTERSECTED = intersects[ 0 ].object;
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+ INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
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+ INTERSECTED.material.emissive.setHex( 0xff0000 );
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+
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+ }
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+
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+ } else {
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+
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+ if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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+
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+ INTERSECTED = null;
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+
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+ }
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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