webgl_interactive_cubes.html 4.1 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/Three.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.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  36. camera.position.set( 0, 300, 500 );
  37. scene = new THREE.Scene();
  38. var light = new THREE.DirectionalLight( 0xffffff, 2 );
  39. light.position.set( 1, 1, 1 ).normalize();
  40. scene.add( light );
  41. var light = new THREE.DirectionalLight( 0xffffff );
  42. light.position.set( -1, -1, -1 ).normalize();
  43. scene.add( light );
  44. var geometry = new THREE.CubeGeometry( 20, 20, 20 );
  45. for ( var i = 0; i < 500; i ++ ) {
  46. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  47. object.position.x = Math.random() * 800 - 400;
  48. object.position.y = Math.random() * 800 - 400;
  49. object.position.z = Math.random() * 800 - 400;
  50. object.rotation.x = ( Math.random() * 360 ) * Math.PI / 180;
  51. object.rotation.y = ( Math.random() * 360 ) * Math.PI / 180;
  52. object.rotation.z = ( Math.random() * 360 ) * Math.PI / 180;
  53. object.scale.x = Math.random() * 2 + 1;
  54. object.scale.y = Math.random() * 2 + 1;
  55. object.scale.z = Math.random() * 2 + 1;
  56. scene.add( object );
  57. }
  58. projector = new THREE.Projector();
  59. renderer = new THREE.WebGLRenderer();
  60. renderer.sortObjects = false;
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. container.appendChild(renderer.domElement);
  63. stats = new Stats();
  64. stats.domElement.style.position = 'absolute';
  65. stats.domElement.style.top = '0px';
  66. container.appendChild( stats.domElement );
  67. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  68. }
  69. function onDocumentMouseMove( event ) {
  70. event.preventDefault();
  71. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  72. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  73. }
  74. //
  75. function animate() {
  76. requestAnimationFrame( animate );
  77. render();
  78. stats.update();
  79. }
  80. var radius = 100;
  81. var theta = 0;
  82. function render() {
  83. theta += 0.2;
  84. camera.position.x = radius * Math.sin( theta * Math.PI / 360 );
  85. camera.position.y = radius * Math.sin( theta * Math.PI / 360 );
  86. camera.position.z = radius * Math.cos( theta * Math.PI / 360 );
  87. camera.lookAt( scene.position );
  88. // find intersections
  89. var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
  90. projector.unprojectVector( vector, camera );
  91. var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
  92. var intersects = ray.intersectScene( scene );
  93. if ( intersects.length > 0 ) {
  94. if ( INTERSECTED != intersects[ 0 ].object ) {
  95. if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
  96. INTERSECTED = intersects[ 0 ].object;
  97. INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
  98. INTERSECTED.material.color.setHex( 0xff0000 );
  99. }
  100. } else {
  101. if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
  102. INTERSECTED = null;
  103. }
  104. renderer.render( scene, camera );
  105. }
  106. </script>
  107. </body>
  108. </html>