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.js"></script>
  20. <script src="js/renderers/Projector.js"></script>
  21. <script src="js/renderers/CanvasRenderer.js"></script>
  22. <script>
  23. var SCREEN_WIDTH = window.innerWidth,
  24. SCREEN_HEIGHT = window.innerHeight,
  25. mouseX = 0, mouseY = 0,
  26. windowHalfX = window.innerWidth / 2,
  27. windowHalfY = window.innerHeight / 2,
  28. camera, scene, renderer;
  29. init();
  30. animate();
  31. function init() {
  32. var container, particle;
  33. container = document.createElement( 'div' );
  34. document.body.appendChild( container );
  35. camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  36. camera.position.z = 1000;
  37. scene = new THREE.Scene();
  38. renderer = new THREE.CanvasRenderer();
  39. renderer.setPixelRatio( window.devicePixelRatio );
  40. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  41. container.appendChild( renderer.domElement );
  42. // particles
  43. var PI2 = Math.PI * 2;
  44. var material = new THREE.SpriteCanvasMaterial( {
  45. color: 0xffffff,
  46. program: function ( context ) {
  47. context.beginPath();
  48. context.arc( 0, 0, 0.5, 0, PI2, true );
  49. context.fill();
  50. }
  51. } );
  52. for ( var i = 0; i < 1000; i ++ ) {
  53. particle = new THREE.Sprite( material );
  54. particle.position.x = Math.random() * 2 - 1;
  55. particle.position.y = Math.random() * 2 - 1;
  56. particle.position.z = Math.random() * 2 - 1;
  57. particle.position.normalize();
  58. particle.position.multiplyScalar( 450 );
  59. particle.scale.multiplyScalar( 2 );
  60. scene.add( particle );
  61. }
  62. // lines
  63. var vertices = [];
  64. for ( var i = 0; i < 300; i ++ ) {
  65. var vertex = new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  66. vertex.normalize();
  67. vertex.multiplyScalar( 450 );
  68. vertices.push( vertex );
  69. var vertex2 = vertex.clone();
  70. vertex2.multiplyScalar( Math.random() * 0.3 + 1 );
  71. vertices.push( vertex2 );
  72. }
  73. var geometry = new THREE.BufferGeometry().setFromPoints( vertices );
  74. var line = new THREE.LineSegments( geometry, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
  75. scene.add( line );
  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>