misc_controls_orbit.html 3.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - orbit controls</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. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#000;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. box-sizing: border-box;
  24. }
  25. a {
  26. color: red;
  27. }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - orbit controls example
  33. </div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/WebGL.js"></script>
  37. <script>
  38. if ( WEBGL.isWebGLAvailable() === false ) {
  39. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  40. }
  41. var camera, controls, scene, renderer;
  42. init();
  43. //render(); // remove when using next line for animation loop (requestAnimationFrame)
  44. animate();
  45. function init() {
  46. scene = new THREE.Scene();
  47. scene.background = new THREE.Color( 0xcccccc );
  48. scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  49. renderer = new THREE.WebGLRenderer( { antialias: true } );
  50. renderer.setPixelRatio( window.devicePixelRatio );
  51. renderer.setSize( window.innerWidth, window.innerHeight );
  52. document.body.appendChild( renderer.domElement );
  53. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
  54. camera.position.set( 400, 200, 0 );
  55. // controls
  56. controls = new THREE.OrbitControls( camera, renderer.domElement );
  57. //controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
  58. controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
  59. controls.dampingFactor = 0.25;
  60. controls.screenSpacePanning = false;
  61. controls.minDistance = 100;
  62. controls.maxDistance = 500;
  63. controls.maxPolarAngle = Math.PI / 2;
  64. // world
  65. var geometry = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
  66. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
  67. for ( var i = 0; i < 500; i ++ ) {
  68. var mesh = new THREE.Mesh( geometry, material );
  69. mesh.position.x = Math.random() * 1600 - 800;
  70. mesh.position.y = 0;
  71. mesh.position.z = Math.random() * 1600 - 800;
  72. mesh.updateMatrix();
  73. mesh.matrixAutoUpdate = false;
  74. scene.add( mesh );
  75. }
  76. // lights
  77. var light = new THREE.DirectionalLight( 0xffffff );
  78. light.position.set( 1, 1, 1 );
  79. scene.add( light );
  80. var light = new THREE.DirectionalLight( 0x002288 );
  81. light.position.set( - 1, - 1, - 1 );
  82. scene.add( light );
  83. var light = new THREE.AmbientLight( 0x222222 );
  84. scene.add( light );
  85. //
  86. window.addEventListener( 'resize', onWindowResize, false );
  87. }
  88. function onWindowResize() {
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. function animate() {
  94. requestAnimationFrame( animate );
  95. controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true
  96. render();
  97. }
  98. function render() {
  99. renderer.render( scene, camera );
  100. }
  101. </script>
  102. </body>
  103. </html>