webgl_camera.html 4.3 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - camera</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. color: #808080;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. z-index: 100;
  22. }
  23. a {
  24. color: #0080ff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="container"></div>
  30. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - camera</div>
  31. <script src="../build/Three.js"></script>
  32. <script src="js/Stats.js"></script>
  33. <script>
  34. var SCREEN_WIDTH = window.innerWidth;
  35. var SCREEN_HEIGHT = window.innerHeight;
  36. var container, stats;
  37. var camera, scene, renderer, mesh;
  38. var r = 0;
  39. init();
  40. animate();
  41. function init() {
  42. container = document.createElement( 'div' );
  43. document.body.appendChild( container );
  44. scene = new THREE.Scene();
  45. camera = new THREE.PerspectiveCamera( 50, 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  46. camera.position.z = 2500;
  47. scene.add( camera );
  48. camera2 = new THREE.PerspectiveCamera( 50, 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT, 150, 1000 );
  49. scene.add( camera2 );
  50. var visibleCamera = new THREE.VisibleCamera( camera2 );
  51. camera2.add( visibleCamera );
  52. //
  53. mesh = new THREE.Mesh( new THREE.SphereGeometry( 100, 16, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } ) );
  54. scene.add( mesh );
  55. var mesh2 = new THREE.Mesh( new THREE.SphereGeometry( 50, 16, 8 ), new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } ) );
  56. mesh2.position.y = 150;
  57. mesh.add( mesh2 );
  58. //
  59. var x, y, z, geo = new THREE.Geometry();
  60. for ( var i = 0; i < 10000; i ++ ) {
  61. x = THREE.Math.randFloatSpread( 2000 );
  62. y = THREE.Math.randFloatSpread( 2000 );
  63. z = THREE.Math.randFloatSpread( 2000 );
  64. var p = new THREE.Vector3( x, y, z );
  65. geo.vertices.push( new THREE.Vertex( p ) );
  66. }
  67. var particles = new THREE.ParticleSystem( geo, new THREE.ParticleBasicMaterial( { color: 0x888888 } ) );
  68. scene.add( particles );
  69. //
  70. renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0x000000, clearAlpha: 1 } );
  71. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  72. renderer.domElement.style.position = "relative";
  73. container.appendChild( renderer.domElement );
  74. renderer.autoClear = false;
  75. //
  76. stats = new Stats();
  77. stats.domElement.style.position = 'absolute';
  78. stats.domElement.style.top = '0px';
  79. stats.domElement.style.zIndex = 100;
  80. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#666";
  81. stats.domElement.children[ 0 ].style.background = "transparent";
  82. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  83. container.appendChild( stats.domElement );
  84. //
  85. window.addEventListener( 'resize', onWindowResize, false );
  86. }
  87. function onWindowResize( event ) {
  88. SCREEN_WIDTH = window.innerWidth;
  89. SCREEN_HEIGHT = window.innerHeight;
  90. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  91. camera.aspect = 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT;
  92. camera.updateProjectionMatrix();
  93. camera2.aspect = 0.5 * SCREEN_WIDTH / SCREEN_HEIGHT;
  94. camera2.updateProjectionMatrix();
  95. }
  96. //
  97. function animate() {
  98. requestAnimationFrame( animate );
  99. render();
  100. stats.update();
  101. }
  102. function render() {
  103. mesh.position.x = 700 * Math.cos( r );
  104. mesh.position.z = 700 * Math.sin( r );
  105. mesh.position.y = 700 * Math.sin( r );
  106. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  107. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  108. camera2.fov = 35 + 30 * Math.sin( 0.5 * r );
  109. camera2.far = mesh.position.length();
  110. camera2.updateProjectionMatrix();
  111. camera2.children[ 0 ].update( camera2 );
  112. camera2.lookAt( mesh.position );
  113. renderer.clear();
  114. renderer.setViewport( 0, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT );
  115. renderer.render( scene, camera2 );
  116. renderer.setViewport( SCREEN_WIDTH/2, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT );
  117. renderer.render( scene, camera );
  118. r += 0.01;
  119. }
  120. </script>
  121. </body>
  122. </html>