canvas_interactive_sprites.html 4.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js canvas - interactive sprites</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/renderers/Projector.js"></script>
  19. <script src="js/renderers/CanvasRenderer.js"></script>
  20. <script src="js/libs/stats.min.js"></script>
  21. <script>
  22. var container, stats;
  23. var camera, scene, renderer;
  24. var raycaster;
  25. var mouse;
  26. var PI2 = Math.PI * 2;
  27. /*
  28. function programFill( context ) {
  29. context.fillRect( - 0.5, - 0.5, 1, 1 );
  30. }
  31. function programStroke( context ) {
  32. context.lineWidth = 0.025;
  33. context.strokeRect( - 0.5, - 0.5, 1, 1 );
  34. }
  35. */
  36. function programFill( context ) {
  37. context.beginPath();
  38. context.arc( 0, 0, 0.5, 0, PI2, true );
  39. context.fill();
  40. }
  41. function programStroke( context ) {
  42. context.lineWidth = 0.025;
  43. context.beginPath();
  44. context.arc( 0, 0, 0.5, 0, PI2, true );
  45. context.stroke();
  46. }
  47. var INTERSECTED;
  48. init();
  49. animate();
  50. function init() {
  51. container = document.createElement( 'div' );
  52. document.body.appendChild( container );
  53. var info = document.createElement( 'div' );
  54. info.style.position = 'absolute';
  55. info.style.top = '10px';
  56. info.style.width = '100%';
  57. info.style.textAlign = 'center';
  58. info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> canvas - interactive sprites';
  59. container.appendChild( info );
  60. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  61. camera.position.set( 0, 300, 500 );
  62. scene = new THREE.Scene();
  63. scene.background = new THREE.Color( 0xf0f0f0 );
  64. for ( var i = 0; i < 100; i ++ ) {
  65. var material = new THREE.SpriteCanvasMaterial( {
  66. color: Math.random() * 0x808080 + 0x808080,
  67. program: programStroke
  68. } );
  69. var sprite = new THREE.Sprite( material );
  70. sprite.position.x = Math.random() * 800 - 400;
  71. sprite.position.y = Math.random() * 800 - 400;
  72. sprite.position.z = Math.random() * 800 - 400;
  73. sprite.scale.setScalar( Math.random() * 20 + 20 );
  74. scene.add( sprite );
  75. }
  76. //
  77. raycaster = new THREE.Raycaster();
  78. mouse = new THREE.Vector2();
  79. renderer = new THREE.CanvasRenderer();
  80. renderer.setPixelRatio( window.devicePixelRatio );
  81. renderer.setSize( window.innerWidth, window.innerHeight );
  82. container.appendChild( renderer.domElement );
  83. stats = new Stats();
  84. container.appendChild( stats.dom );
  85. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  86. //
  87. window.addEventListener( 'resize', onWindowResize, false );
  88. }
  89. function onWindowResize() {
  90. camera.aspect = window.innerWidth / window.innerHeight;
  91. camera.updateProjectionMatrix();
  92. renderer.setSize( window.innerWidth, window.innerHeight );
  93. }
  94. function onDocumentMouseMove( event ) {
  95. event.preventDefault();
  96. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  97. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  98. }
  99. //
  100. function animate() {
  101. requestAnimationFrame( animate );
  102. render();
  103. stats.update();
  104. }
  105. var radius = 600;
  106. var theta = 0;
  107. function render() {
  108. // rotate camera
  109. theta += 0.1;
  110. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  111. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  112. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  113. camera.lookAt( scene.position );
  114. camera.updateMatrixWorld();
  115. // find intersections
  116. raycaster.setFromCamera( mouse, camera );
  117. var intersects = raycaster.intersectObjects( scene.children );
  118. if ( intersects.length > 0 ) {
  119. var object = intersects[ 0 ].object;
  120. if ( INTERSECTED !== object ) {
  121. if ( INTERSECTED ) INTERSECTED.material.program = programStroke;
  122. INTERSECTED = object;
  123. INTERSECTED.material.program = programFill;
  124. }
  125. } else if ( INTERSECTED ) {
  126. INTERSECTED.material.program = programStroke;
  127. INTERSECTED = null;
  128. }
  129. renderer.render( scene, camera );
  130. }
  131. </script>
  132. </body>
  133. </html>