geometry_dynamic_gl.html 6.4 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - geometry - dynamic - webgl</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #61443e;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. background-color: #aaccff;
  13. margin: 0px;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #ffffff;
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. }
  22. a {
  23. color: yellow;
  24. }
  25. #oldie {
  26. background:rgb(0,0,50) !important;
  27. color:#fff !important;
  28. }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="container"><br /><br /><br /><br /><br />Generating world...</div>
  33. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - dynamic geometry demo - webgl<br />(left click: forward, right click: backward)</div>
  34. <script type="text/javascript" src="../build/ThreeExtras.js"></script>
  35. <script type="text/javascript" src="js/Stats.js"></script>
  36. <script type="text/javascript">
  37. if ( ! THREE.Detector.webgl ) {
  38. THREE.Detector.addGetWebGLMessage();
  39. document.getElementById( 'container' ).innerHTML = "";
  40. }
  41. var container, stats;
  42. var camera, scene, renderer;
  43. var mesh, texture,geometry, material;
  44. var worldWidth = 128, worldDepth = 128,
  45. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  46. var mouseX = 0, mouseY = 0,
  47. lat = 0, lon = 0, phy = 0, theta = 0;
  48. var direction = new THREE.Vector3(),
  49. moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
  50. var windowHalfX = window.innerWidth / 2;
  51. var windowHalfY = window.innerHeight / 2;
  52. init();
  53. setInterval( loop, 1000 / 60 );
  54. function init() {
  55. container = document.getElementById( 'container' );
  56. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  57. camera.target.position.z = - 100;
  58. scene = new THREE.Scene();
  59. scene.fog = new THREE.FogExp2( 0xaaccff, 0.0007 );
  60. //var light = new THREE.PointLight( 0xffffff, 2 );
  61. //light.position.y = 500;
  62. //scene.addLight( light );
  63. camera.position.y = 200;
  64. camera.target.position.y = camera.position.y;
  65. geometry = new Plane( 20000, 20000, worldWidth - 1, worldDepth - 1 );
  66. var i, j, il, jl;
  67. for ( i = 0, il = geometry.vertices.length; i < il; i ++ ) {
  68. geometry.vertices[ i ].position.z = 35 * Math.sin( i/2 );
  69. }
  70. for( i = 0; i < geometry.uvs.length; i++ ) {
  71. var uvs = geometry.uvs[ i ];
  72. for ( j = 0, jl = uvs.length; j < jl; j++ ) {
  73. uvs[ j ].u *= 5;
  74. uvs[ j ].v *= 5;
  75. }
  76. }
  77. //console.log( "triangles: " + geometry.faces.length * 2 + " faces: " + geometry.faces.length + " vertices: " + geometry.vertices.length );
  78. geometry.computeFaceNormals();
  79. geometry.computeVertexNormals();
  80. var texture = ImageUtils.loadTexture( "textures/water.jpg" );
  81. texture.wrap_s = texture.wrap_t = THREE.RepeatWrapping;
  82. material = new THREE.MeshBasicMaterial( { color:0x0044ff, opacity:1, map: texture } );
  83. mesh = new THREE.Mesh( geometry, material );
  84. mesh.rotation.x = - 90 * Math.PI / 180;
  85. scene.addObject( mesh );
  86. renderer = new THREE.WebGLRenderer( { clearColor:0xaaccff, clearAlpha: 1 } );
  87. renderer.setSize( window.innerWidth, window.innerHeight );
  88. container.innerHTML = "";
  89. container.appendChild( renderer.domElement );
  90. stats = new Stats();
  91. stats.domElement.style.position = 'absolute';
  92. stats.domElement.style.top = '0px';
  93. container.appendChild( stats.domElement );
  94. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  95. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  96. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  97. document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  98. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  99. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  100. }
  101. function onDocumentMouseDown( event ) {
  102. event.preventDefault();
  103. event.stopPropagation();
  104. switch ( event.button ) {
  105. case 0: moveForward = true; break;
  106. case 2: moveBackward = true; break;
  107. }
  108. }
  109. function onDocumentMouseUp( event ) {
  110. event.preventDefault();
  111. event.stopPropagation();
  112. switch ( event.button ) {
  113. case 0: moveForward = false; break;
  114. case 2: moveBackward = false; break;
  115. }
  116. }
  117. function onDocumentMouseMove(event) {
  118. mouseX = event.clientX - windowHalfX;
  119. mouseY = event.clientY - windowHalfY;
  120. }
  121. function onDocumentKeyDown( event ) {
  122. switch( event.keyCode ) {
  123. case 38: /*up*/
  124. case 87: /*W*/ moveForward = true; break;
  125. case 37: /*left*/
  126. case 65: /*A*/ moveLeft = true; break;
  127. case 40: /*down*/
  128. case 83: /*S*/ moveBackward = true; break;
  129. case 39: /*right*/
  130. case 68: /*D*/ moveRight = true; break;
  131. }
  132. }
  133. function onDocumentKeyUp( event ) {
  134. switch( event.keyCode ) {
  135. case 38: /*up*/
  136. case 87: /*W*/ moveForward = false; break;
  137. case 37: /*left*/
  138. case 65: /*A*/ moveLeft = false; break;
  139. case 40: /*down*/
  140. case 83: /*S*/ moveBackward = false; break;
  141. case 39: /*right*/
  142. case 68: /*D*/ moveRight = false; break;
  143. }
  144. }
  145. function loop() {
  146. var time = new Date().getTime() * 0.01;
  147. if ( moveForward ) camera.translateZ( - 10 );
  148. if ( moveBackward ) camera.translateZ( 10 );
  149. if ( moveLeft ) camera.translateX( - 10 );
  150. if ( moveRight ) camera.translateX( 10 );
  151. lon += mouseX * 0.004;
  152. lat -= mouseY * 0.004;
  153. lat = Math.max( - 85, Math.min( 85, lat ) );
  154. phi = ( 90 - lat ) * Math.PI / 180;
  155. theta = lon * Math.PI / 180;
  156. camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
  157. camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
  158. camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
  159. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  160. geometry.vertices[ i ].position.z = 35 * Math.sin( i/5 + (time + i)/7 );
  161. }
  162. //geometry.computeFaceNormals();
  163. //geometry.computeVertexNormals();
  164. mesh.geometry.__dirtyVertices = true;
  165. //mesh.geometry.__dirtyNormals = true;
  166. renderer.render(scene, camera);
  167. stats.update();
  168. }
  169. </script>
  170. </body>
  171. </html>