canvas_sandbox.html 7.1 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/RequestAnimationFrame.js"></script>
  19. <script src="js/Stats.js"></script>
  20. <script>
  21. var container, stats;
  22. var camera, scene, renderer, objects;
  23. var pointLight;
  24. var sphere;
  25. var targetRotation = 0;
  26. var targetRotationOnMouseDown = 0;
  27. var mouseX = 0;
  28. var mouseXOnMouseDown = 0;
  29. var windowHalfX = window.innerWidth / 2;
  30. var windowHalfY = window.innerHeight / 2;
  31. var moveForward = false, moveBackwards = false,
  32. moveUp = false, moveDown = false,
  33. moveLeft = false, moveRight = false,
  34. yawLeft = false, yawRight = false,
  35. pitchUp = false, pitchDown = false,
  36. rollLeft = false, rollRight = false;
  37. var debugContext;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.createElement( 'div' );
  42. document.body.appendChild( container );
  43. camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  44. camera.useTarget = true;
  45. camera.position.y = 150;
  46. camera.position.z = 400;
  47. camera.target.position.y = 150;
  48. scene = new THREE.Scene();
  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.SphereGeometry( 100, 16, 8 );
  66. material = new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'textures/metal.jpg', new THREE.SphericalReflectionMapping() ) } );
  67. for ( var i = 0; i < 10; i ++ ) {
  68. sphere = new THREE.Mesh( geometry, material );
  69. sphere.overdraw = true;
  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 65: yawLeft = true; break; // a
  118. case 68: yawRight = true; break; // d
  119. case 87: moveUp/*pitchUp*/ = true; break; // w
  120. case 83: moveDown/*pitchDown*/ = true; break; // s
  121. case 90: rollLeft = true; break; // z
  122. case 67: rollRight = true; break; // c
  123. }
  124. }
  125. function onDocumentKeyUp( event ) {
  126. switch( event.keyCode ) {
  127. case 38: moveForward = false; break; // up
  128. case 40: moveBackwards = false; break; // down
  129. case 37: moveLeft = false; break; // left
  130. case 39: moveRight = false; break; // right
  131. case 65: yawLeft = false; break; // a
  132. case 68: yawRight = false; break; // d
  133. case 87: moveUp/*pitchUp*/ = false; break; // w
  134. case 83: moveDown/*pitchDown*/ = false; break; // s
  135. case 90: rollLeft = false; break; // z
  136. case 67: rollRight = false; break; // c
  137. }
  138. }
  139. //
  140. function animate() {
  141. requestAnimationFrame( animate );
  142. render();
  143. stats.update();
  144. }
  145. function render() {
  146. if ( moveForward ) camera.position.z -= 5;
  147. if ( moveBackwards ) camera.position.z += 5;
  148. if ( moveUp ) camera.position.y += 5;
  149. if ( moveDown ) camera.position.y -= 5;
  150. if ( moveLeft ) camera.position.x -= 5;
  151. if ( moveRight ) camera.position.x += 5;
  152. if ( pitchUp ) camera.rotation.x += 0.01;
  153. if ( pitchDown ) camera.rotation.x -= 0.01;
  154. if ( yawLeft ) camera.target.position.x -= 5;
  155. if ( yawRight ) camera.target.position.x += 5;
  156. if ( rollLeft ) camera.rotation.z += 0.01;
  157. if ( rollRight ) camera.rotation.z -= 0.01;
  158. debugContext.clearRect( -256, -256, 512, 512 );
  159. debugContext.beginPath();
  160. // center
  161. debugContext.moveTo( -10, 0 );
  162. debugContext.lineTo( 10, 0 );
  163. debugContext.moveTo( 0, -10 );
  164. debugContext.lineTo( 0, 10 );
  165. // camera
  166. debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
  167. debugContext.lineTo( camera.target.position.x * 0.1, camera.target.position.z * 0.1 );
  168. debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
  169. debugContext.rect( camera.target.position.x * 0.1 - 5, camera.target.position.z * 0.1 - 5, 10, 10 );
  170. debugContext.rect( - 50, - 50, 100, 100 );
  171. for ( var i = 0, l = objects.length; i < l; i++ ) {
  172. var object = objects[ i ];
  173. object.rotation.x += 0.01;
  174. object.rotation.y += 0.005;
  175. object.position.y = Math.sin( object.rotation.x ) * 200;
  176. debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
  177. }
  178. debugContext.closePath();
  179. debugContext.stroke();
  180. renderer.render( scene, camera );
  181. }
  182. </script>
  183. </body>
  184. </html>