webgl_interactive_cubes.html 4.2 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive cubes</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. font-family: Monospace;
  9. background-color: #f0f0f0;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/Three.js"></script>
  17. <script src="js/RequestAnimationFrame.js"></script>
  18. <script src="js/Stats.js"></script>
  19. <script>
  20. var container, stats;
  21. var camera, scene, projector, renderer;
  22. var mouse = { x: 0, y: 0 }, INTERSECTED;
  23. init();
  24. animate();
  25. function init() {
  26. container = document.createElement( 'div' );
  27. document.body.appendChild( container );
  28. var info = document.createElement( 'div' );
  29. info.style.position = 'absolute';
  30. info.style.top = '10px';
  31. info.style.width = '100%';
  32. info.style.textAlign = 'center';
  33. info.innerHTML = '<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> webgl - interactive cubes';
  34. container.appendChild( info );
  35. camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  36. camera.position.y = 300;
  37. camera.position.z = 500;
  38. scene = new THREE.Scene();
  39. var light = new THREE.DirectionalLight( 0xffffff, 2 );
  40. light.position.x = 1;
  41. light.position.y = 1;
  42. light.position.z = 1;
  43. light.position.normalize();
  44. scene.add( light );
  45. var light = new THREE.DirectionalLight( 0xffffff );
  46. light.position.x = - 1;
  47. light.position.y = - 1;
  48. light.position.z = - 1;
  49. light.position.normalize();
  50. scene.add( light );
  51. var geometry = new THREE.CubeGeometry( 20, 20, 20 );
  52. for ( var i = 0; i < 500; i ++ ) {
  53. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  54. object.position.x = Math.random() * 800 - 400;
  55. object.position.y = Math.random() * 800 - 400;
  56. object.position.z = Math.random() * 800 - 400;
  57. object.rotation.x = ( Math.random() * 360 ) * Math.PI / 180;
  58. object.rotation.y = ( Math.random() * 360 ) * Math.PI / 180;
  59. object.rotation.z = ( Math.random() * 360 ) * Math.PI / 180;
  60. object.scale.x = Math.random() * 2 + 1;
  61. object.scale.y = Math.random() * 2 + 1;
  62. object.scale.z = Math.random() * 2 + 1;
  63. scene.add( object );
  64. }
  65. projector = new THREE.Projector();
  66. renderer = new THREE.WebGLRenderer();
  67. renderer.sortObjects = false;
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. container.appendChild(renderer.domElement);
  70. stats = new Stats();
  71. stats.domElement.style.position = 'absolute';
  72. stats.domElement.style.top = '0px';
  73. container.appendChild( stats.domElement );
  74. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  75. }
  76. function onDocumentMouseMove( event ) {
  77. event.preventDefault();
  78. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  79. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  80. }
  81. //
  82. function animate() {
  83. requestAnimationFrame( animate );
  84. render();
  85. stats.update();
  86. }
  87. var radius = 100;
  88. var theta = 0;
  89. function render() {
  90. theta += 0.2;
  91. camera.position.x = radius * Math.sin( theta * Math.PI / 360 );
  92. camera.position.y = radius * Math.sin( theta * Math.PI / 360 );
  93. camera.position.z = radius * Math.cos( theta * Math.PI / 360 );
  94. // find intersections
  95. camera.update();
  96. var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
  97. projector.unprojectVector( vector, camera );
  98. var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
  99. var intersects = ray.intersectScene( scene );
  100. if ( intersects.length > 0 ) {
  101. if ( INTERSECTED != intersects[ 0 ].object ) {
  102. if ( INTERSECTED ) INTERSECTED.materials[ 0 ].color.setHex( INTERSECTED.currentHex );
  103. INTERSECTED = intersects[ 0 ].object;
  104. INTERSECTED.currentHex = INTERSECTED.materials[ 0 ].color.getHex();
  105. INTERSECTED.materials[ 0 ].color.setHex( 0xff0000 );
  106. }
  107. } else {
  108. if ( INTERSECTED ) INTERSECTED.materials[ 0 ].color.setHex( INTERSECTED.currentHex );
  109. INTERSECTED = null;
  110. }
  111. renderer.render( scene, camera );
  112. }
  113. </script>
  114. </body>
  115. </html>