webgl_math_orientation_transform.html 3.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - math - orientation transform</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <script src="../build/three.js"></script>
  9. <script src="js/WebGL.js"></script>
  10. </head>
  11. <body>
  12. <div id="container"></div>
  13. <div id="info">
  14. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - gradually transform an orientation to a target orientation
  15. </div>
  16. <script>
  17. if ( WEBGL.isWebGLAvailable() === false ) {
  18. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  19. }
  20. var camera, scene, renderer, mesh, target;
  21. var spherical = new THREE.Spherical();
  22. var rotationMatrix = new THREE.Matrix4();
  23. var targetRotation = new THREE.Quaternion();
  24. var clock = new THREE.Clock();
  25. var speed = 2;
  26. init();
  27. animate();
  28. function init() {
  29. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
  30. camera.position.z = 5;
  31. scene = new THREE.Scene();
  32. var geometry = new THREE.ConeBufferGeometry( 0.1, 0.5, 8 );
  33. geometry.rotateX( Math.PI * 0.5 );
  34. var material = new THREE.MeshNormalMaterial();
  35. mesh = new THREE.Mesh( geometry, material );
  36. scene.add( mesh );
  37. //
  38. var targetGeometry = new THREE.SphereBufferGeometry( 0.05 );
  39. var targetMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  40. target = new THREE.Mesh( targetGeometry, targetMaterial );
  41. scene.add( target );
  42. //
  43. var sphereGeometry = new THREE.SphereBufferGeometry( 2, 32, 32 );
  44. var sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xcccccc, wireframe: true, transparent: true, opacity: 0.3 } );
  45. var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  46. scene.add( sphere );
  47. //
  48. renderer = new THREE.WebGLRenderer( { antialias: true } );
  49. renderer.setPixelRatio( window.devicePixelRatio );
  50. renderer.setSize( window.innerWidth, window.innerHeight );
  51. document.body.appendChild( renderer.domElement );
  52. //
  53. window.addEventListener( 'resize', onResize, false );
  54. //
  55. generateTarget();
  56. }
  57. function onResize() {
  58. camera.aspect = window.innerWidth / window.innerHeight;
  59. camera.updateProjectionMatrix();
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. }
  62. function animate() {
  63. requestAnimationFrame( animate );
  64. var delta = clock.getDelta();
  65. if ( ! mesh.quaternion.equals( targetRotation ) ) {
  66. var step = speed * delta;
  67. mesh.quaternion.rotateTowards( targetRotation, step );
  68. }
  69. renderer.render( scene, camera );
  70. }
  71. function generateTarget() {
  72. // generate a random point on a sphere
  73. spherical.theta = Math.random() * Math.PI * 2;
  74. spherical.phi = Math.acos( ( 2 * Math.random() ) - 1 );
  75. spherical.radius = 2;
  76. target.position.setFromSpherical( spherical );
  77. // compute target rotation
  78. rotationMatrix.lookAt( target.position, mesh.position, mesh.up );
  79. targetRotation.setFromRotationMatrix( rotationMatrix );
  80. setTimeout( generateTarget, 2000 );
  81. }
  82. </script>
  83. </body>
  84. </html>