interactive_cubes.html 3.9 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - interactive - cubes</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. font-family: Monospace;
  9. background-color: #f0f0f0;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script type="text/javascript" src="../build/Three.js"></script>
  17. <script type="text/javascript" src="geometry/primitives/Cube.js"></script>
  18. <script type="text/javascript" src="geometry/primitives/Sphere.js"></script>
  19. <script type="text/javascript" src="js/Stats.js"></script>
  20. <script type="text/javascript">
  21. var container, stats;
  22. var camera, scene, renderer;
  23. var mouseX = 0, mouseY = 0, projector;
  24. var windowHalfX = window.innerWidth / 2;
  25. var windowHalfY = window.innerHeight / 2;
  26. init();
  27. setInterval(loop, 1000/60);
  28. function init() {
  29. container = document.createElement( 'div' );
  30. document.body.appendChild( container );
  31. var info = document.createElement( 'div' );
  32. info.style.position = 'absolute';
  33. info.style.top = '10px';
  34. info.style.width = '100%';
  35. info.style.textAlign = 'center';
  36. info.innerHTML = '<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - clickable objects';
  37. container.appendChild( info );
  38. camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  39. camera.position.y = 300;
  40. camera.position.z = 500;
  41. scene = new THREE.Scene();
  42. var geometry = new Cube( 100, 100, 100 );
  43. for ( var i = 0; i < 10; i ++ ) {
  44. var object = new THREE.Mesh( geometry, [ new THREE.MeshColorFillMaterial( Math.random() * 0xffffff, 0.5 ), new THREE.MeshColorStrokeMaterial( 0xffffff, 0.5 ) ] );
  45. object.position.x = Math.random() * 800 - 400;
  46. object.position.y = Math.random() * 800 - 400;
  47. object.position.z = Math.random() * 800 - 400;
  48. object.scale.x = Math.random() * 2 + 1;
  49. object.scale.y = Math.random() * 2 + 1;
  50. object.scale.z = Math.random() * 2 + 1;
  51. object.rotation.x = ( Math.random() * 360 ) * Math.PI / 180;
  52. object.rotation.y = ( Math.random() * 360 ) * Math.PI / 180;
  53. object.rotation.z = ( Math.random() * 360 ) * Math.PI / 180;
  54. scene.addObject( object );
  55. }
  56. projector = new THREE.Projector();
  57. renderer = new THREE.CanvasRenderer();
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. container.appendChild(renderer.domElement);
  60. stats = new Stats();
  61. stats.domElement.style.position = 'absolute';
  62. stats.domElement.style.top = '0px';
  63. container.appendChild(stats.domElement);
  64. document.addEventListener('mousedown', onDocumentMouseDown, false);
  65. }
  66. function onDocumentMouseDown( event ) {
  67. event.preventDefault();
  68. var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
  69. projector.unprojectVector( vector, camera );
  70. var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
  71. var intersects = ray.intersectScene( scene );
  72. if ( intersects.length > 0 ) {
  73. intersects.length && intersects[ 0 ].object.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 );
  74. var particle = new THREE.Particle( new THREE.ParticleCircleMaterial( 0x000000 ) );
  75. particle.position = intersects[ 0 ].point;
  76. particle.scale.x = particle.scale.y = 8;
  77. scene.addObject( particle );
  78. }
  79. /*
  80. // Parse all the faces
  81. for ( var i in intersects ) {
  82. intersects[ i ].face.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 );
  83. }
  84. */
  85. }
  86. var radius = 600;
  87. var theta = 0;
  88. function loop() {
  89. theta += 0.2;
  90. camera.position.x = radius * Math.sin( theta * Math.PI / 360 );
  91. camera.position.y = radius * Math.sin( theta * Math.PI / 360 );
  92. camera.position.z = radius * Math.cos( theta * Math.PI / 360 );
  93. renderer.render(scene, camera);
  94. stats.update();
  95. }
  96. </script>
  97. </body>
  98. </html>