webgl_geometry_dynamic.html 6.5 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry - dynamic</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"></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/Three.js"></script>
  35. <script type="text/javascript" src="js/Detector.js"></script>
  36. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  37. <script type="text/javascript" src="js/Stats.js"></script>
  38. <script type="text/javascript">
  39. if ( ! Detector.webgl ) {
  40. Detector.addGetWebGLMessage();
  41. document.getElementById( 'container' ).innerHTML = "";
  42. }
  43. var container, stats;
  44. var camera, scene, renderer;
  45. var mesh, texture,geometry, material;
  46. var worldWidth = 128, worldDepth = 128,
  47. worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
  48. var mouseX = 0, mouseY = 0,
  49. lat = 0, lon = 0, phy = 0, theta = 0;
  50. var direction = new THREE.Vector3(),
  51. moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
  52. var windowHalfX = window.innerWidth / 2;
  53. var windowHalfY = window.innerHeight / 2;
  54. init();
  55. animate();
  56. function init() {
  57. container = document.getElementById( 'container' );
  58. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
  59. camera.target.position.z = - 100;
  60. scene = new THREE.Scene();
  61. scene.fog = new THREE.FogExp2( 0xaaccff, 0.0007 );
  62. //var light = new THREE.PointLight( 0xffffff, 2 );
  63. //light.position.y = 500;
  64. //scene.addLight( light );
  65. camera.position.y = 200;
  66. camera.target.position.y = camera.position.y;
  67. geometry = new Plane( 20000, 20000, worldWidth - 1, worldDepth - 1 );
  68. var i, j, il, jl;
  69. for ( i = 0, il = geometry.vertices.length; i < il; i ++ ) {
  70. geometry.vertices[ i ].position.z = 35 * Math.sin( i/2 );
  71. }
  72. for( i = 0; i < geometry.uvs.length; i++ ) {
  73. var uvs = geometry.uvs[ i ];
  74. for ( j = 0, jl = uvs.length; j < jl; j++ ) {
  75. uvs[ j ].u *= 5;
  76. uvs[ j ].v *= 5;
  77. }
  78. }
  79. //console.log( "triangles: " + geometry.faces.length * 2 + " faces: " + geometry.faces.length + " vertices: " + geometry.vertices.length );
  80. geometry.computeFaceNormals();
  81. geometry.computeVertexNormals();
  82. var texture = ImageUtils.loadTexture( "textures/water.jpg" );
  83. texture.wrap_s = texture.wrap_t = THREE.RepeatWrapping;
  84. material = new THREE.MeshBasicMaterial( { color:0x0044ff, opacity:1, map: texture } );
  85. mesh = new THREE.Mesh( geometry, material );
  86. mesh.rotation.x = - 90 * Math.PI / 180;
  87. scene.addObject( mesh );
  88. renderer = new THREE.WebGLRenderer( { clearColor:0xaaccff, clearAlpha: 1 } );
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. container.innerHTML = "";
  91. container.appendChild( renderer.domElement );
  92. stats = new Stats();
  93. stats.domElement.style.position = 'absolute';
  94. stats.domElement.style.top = '0px';
  95. container.appendChild( stats.domElement );
  96. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  97. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  98. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  99. document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
  100. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  101. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  102. }
  103. function onDocumentMouseDown( event ) {
  104. event.preventDefault();
  105. event.stopPropagation();
  106. switch ( event.button ) {
  107. case 0: moveForward = true; break;
  108. case 2: moveBackward = true; break;
  109. }
  110. }
  111. function onDocumentMouseUp( event ) {
  112. event.preventDefault();
  113. event.stopPropagation();
  114. switch ( event.button ) {
  115. case 0: moveForward = false; break;
  116. case 2: moveBackward = false; break;
  117. }
  118. }
  119. function onDocumentMouseMove(event) {
  120. mouseX = event.clientX - windowHalfX;
  121. mouseY = event.clientY - windowHalfY;
  122. }
  123. function onDocumentKeyDown( event ) {
  124. switch( event.keyCode ) {
  125. case 38: /*up*/
  126. case 87: /*W*/ moveForward = true; break;
  127. case 37: /*left*/
  128. case 65: /*A*/ moveLeft = true; break;
  129. case 40: /*down*/
  130. case 83: /*S*/ moveBackward = true; break;
  131. case 39: /*right*/
  132. case 68: /*D*/ moveRight = true; break;
  133. }
  134. }
  135. function onDocumentKeyUp( event ) {
  136. switch( event.keyCode ) {
  137. case 38: /*up*/
  138. case 87: /*W*/ moveForward = false; break;
  139. case 37: /*left*/
  140. case 65: /*A*/ moveLeft = false; break;
  141. case 40: /*down*/
  142. case 83: /*S*/ moveBackward = false; break;
  143. case 39: /*right*/
  144. case 68: /*D*/ moveRight = false; break;
  145. }
  146. }
  147. //
  148. function animate() {
  149. requestAnimationFrame( animate );
  150. render();
  151. stats.update();
  152. }
  153. function render() {
  154. var time = new Date().getTime() * 0.01;
  155. if ( moveForward ) camera.translateZ( - 10 );
  156. if ( moveBackward ) camera.translateZ( 10 );
  157. if ( moveLeft ) camera.translateX( - 10 );
  158. if ( moveRight ) camera.translateX( 10 );
  159. lon += mouseX * 0.004;
  160. lat -= mouseY * 0.004;
  161. lat = Math.max( - 85, Math.min( 85, lat ) );
  162. phi = ( 90 - lat ) * Math.PI / 180;
  163. theta = lon * Math.PI / 180;
  164. camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
  165. camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
  166. camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
  167. for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
  168. geometry.vertices[ i ].position.z = 35 * Math.sin( i/5 + (time + i)/7 );
  169. }
  170. //geometry.computeFaceNormals();
  171. //geometry.computeVertexNormals();
  172. mesh.geometry.__dirtyVertices = true;
  173. //mesh.geometry.__dirtyNormals = true;
  174. renderer.render(scene, camera);
  175. }
  176. </script>
  177. </body>
  178. </html>