webgl_interactive_cubes.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive cubes</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/libs/stats.min.js"></script>
  19. <script>
  20. var container, stats;
  21. var camera, scene, raycaster, renderer;
  22. var mouse = new THREE.Vector2(), INTERSECTED;
  23. var radius = 1, theta = 0;
  24. var offset = new THREE.Vector3(100000, 100000, 100000);
  25. init();
  26. animate();
  27. function init() {
  28. container = document.createElement( 'div' );
  29. document.body.appendChild( container );
  30. var info = document.createElement( 'div' );
  31. info.style.position = 'absolute';
  32. info.style.top = '10px';
  33. info.style.width = '100%';
  34. info.style.textAlign = 'center';
  35. info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
  36. container.appendChild( info );
  37. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, .1, 10000 );
  38. scene = new THREE.Scene();
  39. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  40. light.position.set( 1, 1, 1 ).normalize();
  41. scene.add( light );
  42. var geometry = new THREE.BoxBufferGeometry( .001, .1, .1 );
  43. for ( var j = 0; j < 10; j ++ ) {
  44. for ( var k = 0; k < 10; k ++ ) {
  45. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  46. var position = new THREE.Vector3( 0, j/10, k/10 );
  47. position.add( offset );
  48. var scale = new THREE.Vector3( 0.1, 1, 1 );
  49. object.matrixAutoUpdate = false;
  50. object.matrix.setPosition( position );
  51. object.matrix.scale( scale );
  52. scene.add( object );
  53. }
  54. }
  55. raycaster = new THREE.Raycaster();
  56. renderer = new THREE.WebGLRenderer();
  57. renderer.setClearColor( 0xf0f0f0 );
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.sortObjects = false;
  61. container.appendChild(renderer.domElement);
  62. stats = new Stats();
  63. container.appendChild( stats.dom );
  64. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  65. //
  66. window.addEventListener( 'resize', onWindowResize, false );
  67. }
  68. function onWindowResize() {
  69. camera.aspect = window.innerWidth / window.innerHeight;
  70. camera.updateProjectionMatrix();
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. }
  73. function onDocumentMouseMove( event ) {
  74. event.preventDefault();
  75. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  76. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  77. }
  78. //
  79. function animate() {
  80. requestAnimationFrame( animate );
  81. render();
  82. stats.update();
  83. }
  84. function render() {
  85. theta = 20;
  86. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  87. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  88. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  89. camera.position.add( offset );
  90. camera.lookAt( scene.position );
  91. camera.updateMatrixWorld();
  92. // find intersections
  93. raycaster.setFromCamera( mouse, camera );
  94. var intersects = raycaster.intersectObjects( scene.children );
  95. if ( intersects.length > 0 ) {
  96. if ( INTERSECTED != intersects[ 0 ].object ) {
  97. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  98. INTERSECTED = intersects[ 0 ].object;
  99. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  100. INTERSECTED.material.emissive.setHex( 0xff0000 );
  101. }
  102. } else {
  103. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  104. INTERSECTED = null;
  105. }
  106. renderer.render( scene, camera );
  107. }
  108. </script>
  109. </body>
  110. </html>