canvas_camera_orthographic.html 4.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js canvas - camera - orthographic</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.min.js"></script>
  18. <script src="js/renderers/Projector.js"></script>
  19. <script src="js/renderers/CanvasRenderer.js"></script>
  20. <script src="js/libs/stats.min.js"></script>
  21. <script>
  22. var container, stats;
  23. var camera, scene, renderer;
  24. init();
  25. animate();
  26. function init() {
  27. container = document.createElement( 'div' );
  28. document.body.appendChild( container );
  29. var info = document.createElement( 'div' );
  30. info.style.position = 'absolute';
  31. info.style.top = '10px';
  32. info.style.width = '100%';
  33. info.style.textAlign = 'center';
  34. info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> - orthographic view';
  35. container.appendChild( info );
  36. camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 500, 1000 );
  37. camera.position.x = 200;
  38. camera.position.y = 100;
  39. camera.position.z = 200;
  40. scene = new THREE.Scene();
  41. // Grid
  42. var size = 500, step = 50;
  43. var geometry = new THREE.Geometry();
  44. for ( var i = - size; i <= size; i += step ) {
  45. geometry.vertices.push( new THREE.Vector3( - size, 0, i ) );
  46. geometry.vertices.push( new THREE.Vector3( size, 0, i ) );
  47. geometry.vertices.push( new THREE.Vector3( i, 0, - size ) );
  48. geometry.vertices.push( new THREE.Vector3( i, 0, size ) );
  49. }
  50. var material = new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } );
  51. var line = new THREE.LineSegments( geometry, material );
  52. scene.add( line );
  53. // Cubes
  54. var geometry = new THREE.BoxGeometry( 50, 50, 50 );
  55. var material = new THREE.MeshLambertMaterial( { color: 0xffffff, overdraw: 0.5 } );
  56. for ( var i = 0; i < 100; i ++ ) {
  57. var cube = new THREE.Mesh( geometry, material );
  58. cube.scale.y = Math.floor( Math.random() * 2 + 1 );
  59. cube.position.x = Math.floor( ( Math.random() * 1000 - 500 ) / 50 ) * 50 + 25;
  60. cube.position.y = ( cube.scale.y * 50 ) / 2;
  61. cube.position.z = Math.floor( ( Math.random() * 1000 - 500 ) / 50 ) * 50 + 25;
  62. scene.add( cube );
  63. }
  64. // Lights
  65. var ambientLight = new THREE.AmbientLight( Math.random() * 0x10 );
  66. scene.add( ambientLight );
  67. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  68. directionalLight.position.x = Math.random() - 0.5;
  69. directionalLight.position.y = Math.random() - 0.5;
  70. directionalLight.position.z = Math.random() - 0.5;
  71. directionalLight.position.normalize();
  72. scene.add( directionalLight );
  73. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  74. directionalLight.position.x = Math.random() - 0.5;
  75. directionalLight.position.y = Math.random() - 0.5;
  76. directionalLight.position.z = Math.random() - 0.5;
  77. directionalLight.position.normalize();
  78. scene.add( directionalLight );
  79. renderer = new THREE.CanvasRenderer();
  80. renderer.setClearColor( 0xf0f0f0 );
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. container.appendChild( renderer.domElement );
  84. stats = new Stats();
  85. stats.domElement.style.position = 'absolute';
  86. stats.domElement.style.top = '0px';
  87. container.appendChild( stats.domElement );
  88. //
  89. window.addEventListener( 'resize', onWindowResize, false );
  90. }
  91. function onWindowResize() {
  92. camera.left = window.innerWidth / - 2;
  93. camera.right = window.innerWidth / 2;
  94. camera.top = window.innerHeight / 2;
  95. camera.bottom = window.innerHeight / - 2;
  96. camera.updateProjectionMatrix();
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. }
  99. //
  100. function animate() {
  101. requestAnimationFrame( animate );
  102. render();
  103. stats.update();
  104. }
  105. function render() {
  106. var timer = Date.now() * 0.0001;
  107. camera.position.x = Math.cos( timer ) * 200;
  108. camera.position.z = Math.sin( timer ) * 200;
  109. camera.lookAt( scene.position );
  110. renderer.render( scene, camera );
  111. }
  112. </script>
  113. </body>
  114. </html>