canvas_sandbox.html 6.8 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js canvas - sandbox</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, renderer, objects;
  22. var pointLight;
  23. var sphere;
  24. var targetRotation = 0;
  25. var targetRotationOnMouseDown = 0;
  26. var mouseX = 0;
  27. var mouseXOnMouseDown = 0;
  28. var windowHalfX = window.innerWidth / 2;
  29. var windowHalfY = window.innerHeight / 2;
  30. var moveForward = false;
  31. var moveBackwards = false;
  32. var moveLeft = false;
  33. var moveRight = false;
  34. var moveUp = false;
  35. var moveDown = false;
  36. var targetMoveLeft = false;
  37. var targetMoveRight = false;
  38. var debugContext;
  39. init();
  40. animate();
  41. function init() {
  42. container = document.createElement( 'div' );
  43. document.body.appendChild( container );
  44. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  45. camera.position.set( 0, 150, 400 );
  46. camera.target = new THREE.Vector3( 0, 150, 0 );
  47. scene = new THREE.Scene();
  48. scene.add( camera );
  49. // Grid
  50. var geometry = new THREE.Geometry();
  51. geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, 0, 0 ) ) );
  52. geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 500, 0, 0 ) ) );
  53. var material = new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.5 } );
  54. for ( var i = 0; i <= 10; i ++ ) {
  55. var line = new THREE.Line( geometry, material );
  56. line.position.z = ( i * 100 ) - 500;
  57. scene.add( line );
  58. var line = new THREE.Line( geometry, material );
  59. line.position.x = ( i * 100 ) - 500;
  60. line.rotation.y = 90 * Math.PI / 180;
  61. scene.add( line );
  62. }
  63. // Spheres
  64. objects = [];
  65. geometry = new THREE.IcosahedronGeometry( 1 );
  66. geometry.applyMatrix( new THREE.Matrix4().setScale( 100, 100, 100 ) );
  67. material = new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/metal.jpg', new THREE.SphericalReflectionMapping() ), overdraw: true } );
  68. for ( var i = 0; i < 10; i ++ ) {
  69. sphere = new THREE.Mesh( geometry, material );
  70. sphere.position.x = Math.random() * 1000 - 500;
  71. sphere.position.y = Math.random() * 1000 - 500;
  72. sphere.position.z = Math.random() * 1000 - 500;
  73. sphere.rotation.x = Math.random() * 200 - 100;
  74. sphere.rotation.y = Math.random() * 200 - 100;
  75. sphere.rotation.z = Math.random() * 200 - 100;
  76. sphere.scale.x = sphere.scale.y = sphere.scale.z = Math.random() + 0.5;
  77. objects.push( sphere );
  78. scene.add( sphere );
  79. }
  80. // Lights
  81. var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
  82. scene.add( ambientLight );
  83. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  84. directionalLight.position.x = Math.random() - 0.5;
  85. directionalLight.position.y = Math.random() - 0.5;
  86. directionalLight.position.z = Math.random() - 0.5;
  87. directionalLight.position.normalize();
  88. scene.add( directionalLight );
  89. pointLight = new THREE.PointLight( 0xff0000, 1 );
  90. scene.add( pointLight );
  91. renderer = new THREE.CanvasRenderer();
  92. renderer.setSize( window.innerWidth, window.innerHeight );
  93. container.appendChild( renderer.domElement );
  94. var debugCanvas = document.createElement( 'canvas' );
  95. debugCanvas.width = 512;
  96. debugCanvas.height = 512;
  97. debugCanvas.style.position = 'absolute';
  98. debugCanvas.style.top = '0px';
  99. debugCanvas.style.left = '0px';
  100. container.appendChild( debugCanvas );
  101. debugContext = debugCanvas.getContext( '2d' );
  102. debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
  103. debugContext.strokeStyle = '#000000';
  104. stats = new Stats();
  105. stats.domElement.style.position = 'absolute';
  106. stats.domElement.style.top = '0px';
  107. container.appendChild(stats.domElement);
  108. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  109. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  110. }
  111. function onDocumentKeyDown( event ) {
  112. switch ( event.keyCode ) {
  113. case 38: moveForward = true; break; // up
  114. case 40: moveBackwards = true; break; // down
  115. case 37: moveLeft = true; break; // left
  116. case 39: moveRight = true; break; // right
  117. case 87: moveUp = true; break; // w
  118. case 83: moveDown = true; break; // s
  119. case 65: targetMoveLeft = true; break; // a
  120. case 68: targetMoveRight = true; break; // d
  121. }
  122. }
  123. function onDocumentKeyUp( event ) {
  124. switch ( event.keyCode ) {
  125. case 38: moveForward = false; break; // up
  126. case 40: moveBackwards = false; break; // down
  127. case 37: moveLeft = false; break; // left
  128. case 39: moveRight = false; break; // right
  129. case 87: moveUp = false; break; // w
  130. case 83: moveDown = false; break; // s
  131. case 65: targetMoveLeft = false; break; // a
  132. case 68: targetMoveRight = false; break; // d
  133. }
  134. }
  135. //
  136. function animate() {
  137. requestAnimationFrame( animate );
  138. render();
  139. stats.update();
  140. }
  141. function render() {
  142. if ( moveForward ) camera.position.z -= 10;
  143. if ( moveBackwards ) camera.position.z += 10;
  144. if ( moveLeft ) camera.position.x -= 10;
  145. if ( moveRight ) camera.position.x += 10;
  146. if ( moveUp ) camera.position.y += 10;
  147. if ( moveDown ) camera.position.y -= 10;
  148. if ( targetMoveLeft ) camera.target.x -= 10;
  149. if ( targetMoveRight ) camera.target.x += 10;
  150. camera.lookAt( camera.target );
  151. debugContext.clearRect( -256, -256, 512, 512 );
  152. debugContext.beginPath();
  153. // center
  154. debugContext.moveTo( -10, 0 );
  155. debugContext.lineTo( 10, 0 );
  156. debugContext.moveTo( 0, -10 );
  157. debugContext.lineTo( 0, 10 );
  158. // camera
  159. debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
  160. debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
  161. debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
  162. debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
  163. debugContext.rect( - 50, - 50, 100, 100 );
  164. for ( var i = 0, l = objects.length; i < l; i++ ) {
  165. var object = objects[ i ];
  166. object.rotation.x += 0.01;
  167. object.rotation.y += 0.005;
  168. object.position.y = Math.sin( object.rotation.x ) * 200;
  169. debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
  170. }
  171. debugContext.closePath();
  172. debugContext.stroke();
  173. renderer.render( scene, camera );
  174. }
  175. </script>
  176. </body>
  177. </html>