canvas_lines_sphere.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js canvas - lines - sphere</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: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. a {
  14. color:#0078ff;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <script src="../build/three.min.js"></script>
  20. <script>
  21. var SCREEN_WIDTH = window.innerWidth,
  22. SCREEN_HEIGHT = window.innerHeight,
  23. mouseX = 0, mouseY = 0,
  24. windowHalfX = window.innerWidth / 2,
  25. windowHalfY = window.innerHeight / 2,
  26. SEPARATION = 200,
  27. AMOUNTX = 10,
  28. AMOUNTY = 10,
  29. camera, scene, renderer;
  30. init();
  31. animate();
  32. function init() {
  33. var container, separation = 100, amountX = 50, amountY = 50,
  34. particles, particle;
  35. container = document.createElement('div');
  36. document.body.appendChild(container);
  37. camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  38. camera.position.z = 1000;
  39. scene = new THREE.Scene();
  40. renderer = new THREE.CanvasRenderer();
  41. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  42. container.appendChild( renderer.domElement );
  43. // particles
  44. var PI2 = Math.PI * 2;
  45. var material = new THREE.SpriteCanvasMaterial( {
  46. color: 0xffffff,
  47. program: function ( context ) {
  48. context.beginPath();
  49. context.arc( 0, 0, 0.5, 0, PI2, true );
  50. context.fill();
  51. }
  52. } );
  53. for ( var i = 0; i < 1000; i ++ ) {
  54. particle = new THREE.Sprite( material );
  55. particle.position.x = Math.random() * 2 - 1;
  56. particle.position.y = Math.random() * 2 - 1;
  57. particle.position.z = Math.random() * 2 - 1;
  58. particle.position.normalize();
  59. particle.position.multiplyScalar( Math.random() * 10 + 450 );
  60. particle.scale.multiplyScalar( 2 );
  61. scene.add( particle );
  62. }
  63. // lines
  64. for (var i = 0; i < 300; i++) {
  65. var geometry = new THREE.Geometry();
  66. var vertex = new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  67. vertex.normalize();
  68. vertex.multiplyScalar( 450 );
  69. geometry.vertices.push( vertex );
  70. var vertex2 = vertex.clone();
  71. vertex2.multiplyScalar( Math.random() * 0.3 + 1 );
  72. geometry.vertices.push( vertex2 );
  73. var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffffff, opacity: Math.random() } ) );
  74. scene.add( line );
  75. }
  76. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  77. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  78. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  79. //
  80. window.addEventListener( 'resize', onWindowResize, false );
  81. }
  82. function onWindowResize() {
  83. windowHalfX = window.innerWidth / 2;
  84. windowHalfY = window.innerHeight / 2;
  85. camera.aspect = window.innerWidth / window.innerHeight;
  86. camera.updateProjectionMatrix();
  87. renderer.setSize( window.innerWidth, window.innerHeight );
  88. }
  89. //
  90. function onDocumentMouseMove(event) {
  91. mouseX = event.clientX - windowHalfX;
  92. mouseY = event.clientY - windowHalfY;
  93. }
  94. function onDocumentTouchStart( event ) {
  95. if ( event.touches.length > 1 ) {
  96. event.preventDefault();
  97. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  98. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  99. }
  100. }
  101. function onDocumentTouchMove( event ) {
  102. if ( event.touches.length == 1 ) {
  103. event.preventDefault();
  104. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  105. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  106. }
  107. }
  108. //
  109. function animate() {
  110. requestAnimationFrame( animate );
  111. render();
  112. }
  113. function render() {
  114. camera.position.x += ( mouseX - camera.position.x ) * .05;
  115. camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
  116. camera.lookAt( scene.position );
  117. renderer.render( scene, camera );
  118. }
  119. </script>
  120. </body>
  121. </html>