misc_ubiquity_test2.html 3.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js misc - geometry - polyfield</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. background-color: #ffffff;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script src="../build/three.min.js"></script>
  17. <script src="js/libs/stats.min.js"></script>
  18. <script>
  19. var stats;
  20. var camera, scene;
  21. var canvasRenderer, webglRenderer;
  22. var texture, mesh;
  23. var texture2;
  24. init();
  25. animate();
  26. function init() {
  27. var width = window.innerWidth / 2;
  28. var height = window.innerHeight;
  29. camera = new THREE.PerspectiveCamera( 70, width / height, 1, 2000 );
  30. camera.position.z = 400;
  31. scene = new THREE.Scene();
  32. var geometry = new THREE.CubeGeometry( 200, 200, 200, 4, 4, 4 );
  33. texture = THREE.ImageUtils.loadTexture( 'textures/UV_Grid_Sm.jpg' );
  34. texture.wrapS = THREE.RepeatWrapping;
  35. texture.wrapT = THREE.RepeatWrapping;
  36. var material = new THREE.MeshBasicMaterial( { map: texture } );
  37. mesh = new THREE.Mesh( geometry, material );
  38. scene.add( mesh );
  39. // SPRITES
  40. texture2 = THREE.ImageUtils.loadTexture( 'textures/sprite.png' );
  41. texture2.wrapS = THREE.RepeatWrapping;
  42. texture2.wrapT = THREE.RepeatWrapping;
  43. var material = new THREE.SpriteMaterial( { map: texture2 } );
  44. for ( var i = 0; i < 50; i ++ ) {
  45. var sprite = new THREE.Sprite( material );
  46. sprite.position.x = Math.random() * 1000 - 500;
  47. sprite.position.y = Math.random() * 1000 - 500;
  48. sprite.position.z = Math.random() * 1000 - 500;
  49. sprite.scale.set( 64, 64, 1 );
  50. scene.add( sprite );
  51. }
  52. for ( var i = 0; i < 50; i ++ ) {
  53. var material = new THREE.SpriteMaterial( { color: Math.random() * 0xffffff } );
  54. var sprite = new THREE.Sprite( material );
  55. sprite.position.x = Math.random() * 1000 - 500;
  56. sprite.position.y = Math.random() * 1000 - 500;
  57. sprite.position.z = Math.random() * 1000 - 500;
  58. sprite.scale.set( 64, 64, 1 );
  59. scene.add( sprite );
  60. }
  61. canvasRenderer = new THREE.CanvasRenderer();
  62. canvasRenderer.setClearColor( 0xf0f0f0 );
  63. canvasRenderer.setSize( width, height );
  64. document.body.appendChild( canvasRenderer.domElement );
  65. webglRenderer = new THREE.WebGLRenderer( { antialias: true } );
  66. webglRenderer.setClearColor( 0xf0f0f0 );
  67. webglRenderer.setSize( width, height );
  68. document.body.appendChild( webglRenderer.domElement );
  69. stats = new Stats();
  70. stats.domElement.style.position = 'absolute';
  71. stats.domElement.style.top = '0px';
  72. document.body.appendChild( stats.domElement );
  73. //
  74. window.addEventListener( 'resize', onWindowResize, false );
  75. }
  76. function onWindowResize() {
  77. var width = window.innerWidth / 2;
  78. var height = window.innerHeight;
  79. camera.aspect = width / height;
  80. camera.updateProjectionMatrix();
  81. canvasRenderer.setSize( width, height );
  82. webglRenderer.setSize( width, height );
  83. }
  84. //
  85. function animate() {
  86. requestAnimationFrame( animate );
  87. render();
  88. stats.update();
  89. }
  90. function render() {
  91. var time = performance.now() * 0.0001;
  92. camera.position.x = Math.sin( time ) * 500;
  93. camera.position.z = Math.cos( time ) * 500;
  94. camera.lookAt( scene.position );
  95. texture.repeat.x = Math.sin( time ) * 0.5 + 0.5;
  96. texture.repeat.y = Math.cos( time ) * 0.5 + 0.5;
  97. texture.offset.x = Math.sin( time );
  98. texture.offset.y = Math.cos( time );
  99. mesh.rotation.x = time * 2;
  100. mesh.rotation.y = time * 4;
  101. //
  102. texture2.repeat.x = Math.sin( time ) * 0.5 + 0.5;
  103. texture2.repeat.y = Math.cos( time ) * 0.5 + 0.5;
  104. texture2.offset.x = Math.sin( time );
  105. texture2.offset.y = Math.cos( time );
  106. //
  107. scene.updateMatrixWorld();
  108. canvasRenderer.render( scene, camera );
  109. webglRenderer.render( scene, camera );
  110. }
  111. </script>
  112. </body>
  113. </html>