webgl_interactive_cubes_ortho.html 4.4 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 = 500, theta = 0;
  24. var frustumSize = 1000;
  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" rel="noopener">three.js</a> webgl - interactive cubes';
  36. container.appendChild( info );
  37. var aspect = window.innerWidth / window.innerHeight;
  38. camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 1, 1000 );
  39. scene = new THREE.Scene();
  40. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  41. light.position.set( 1, 1, 1 ).normalize();
  42. scene.add( light );
  43. var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  44. for ( var i = 0; i < 2000; i ++ ) {
  45. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  46. object.position.x = Math.random() * 800 - 400;
  47. object.position.y = Math.random() * 800 - 400;
  48. object.position.z = Math.random() * 800 - 400;
  49. object.rotation.x = Math.random() * 2 * Math.PI;
  50. object.rotation.y = Math.random() * 2 * Math.PI;
  51. object.rotation.z = Math.random() * 2 * Math.PI;
  52. object.scale.x = Math.random() + 0.5;
  53. object.scale.y = Math.random() + 0.5;
  54. object.scale.z = Math.random() + 0.5;
  55. scene.add( object );
  56. }
  57. raycaster = new THREE.Raycaster();
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setClearColor( 0xf0f0f0 );
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. renderer.sortObjects = false;
  63. container.appendChild(renderer.domElement);
  64. stats = new Stats();
  65. container.appendChild( stats.dom );
  66. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  67. //
  68. window.addEventListener( 'resize', onWindowResize, false );
  69. }
  70. function onWindowResize() {
  71. var aspect = window.innerWidth / window.innerHeight;
  72. camera.left = - frustumSize * aspect / 2;
  73. camera.right = frustumSize * aspect / 2;
  74. camera.top = frustumSize / 2;
  75. camera.bottom = - frustumSize / 2;
  76. camera.updateProjectionMatrix();
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. }
  79. function onDocumentMouseMove( event ) {
  80. event.preventDefault();
  81. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  82. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  83. }
  84. //
  85. function animate() {
  86. requestAnimationFrame( animate );
  87. render();
  88. stats.update();
  89. }
  90. function render() {
  91. theta += 0.1;
  92. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  93. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  94. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  95. camera.lookAt( scene.position );
  96. camera.updateMatrixWorld();
  97. // find intersections
  98. raycaster.setFromCamera( mouse, camera );
  99. var intersects = raycaster.intersectObjects( scene.children );
  100. if ( intersects.length > 0 ) {
  101. if ( INTERSECTED != intersects[ 0 ].object ) {
  102. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  103. INTERSECTED = intersects[ 0 ].object;
  104. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  105. INTERSECTED.material.emissive.setHex( 0xff0000 );
  106. }
  107. } else {
  108. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  109. INTERSECTED = null;
  110. }
  111. renderer.render( scene, camera );
  112. }
  113. </script>
  114. </body>
  115. </html>