webgl_geometry_hierarchy.html 3.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - geometry hierarchy</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:#fff;
  10. padding:0;
  11. margin:0;
  12. font-weight: bold;
  13. overflow:hidden;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <script src="../build/three.js"></script>
  19. <script src="js/libs/stats.min.js"></script>
  20. <script>
  21. var camera, scene, renderer, stats, group;
  22. var mouseX = 0, mouseY = 0;
  23. var windowHalfX = window.innerWidth / 2;
  24. var windowHalfY = window.innerHeight / 2;
  25. init();
  26. animate();
  27. function init() {
  28. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
  29. camera.position.z = 500;
  30. scene = new THREE.Scene();
  31. scene.background = new THREE.Color( 0xffffff );
  32. scene.fog = new THREE.Fog( 0xffffff, 1, 10000 );
  33. var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
  34. var material = new THREE.MeshNormalMaterial();
  35. group = new THREE.Group();
  36. for ( var i = 0; i < 1000; i ++ ) {
  37. var mesh = new THREE.Mesh( geometry, material );
  38. mesh.position.x = Math.random() * 2000 - 1000;
  39. mesh.position.y = Math.random() * 2000 - 1000;
  40. mesh.position.z = Math.random() * 2000 - 1000;
  41. mesh.rotation.x = Math.random() * 2 * Math.PI;
  42. mesh.rotation.y = Math.random() * 2 * Math.PI;
  43. mesh.matrixAutoUpdate = false;
  44. mesh.updateMatrix();
  45. group.add( mesh );
  46. }
  47. scene.add( group );
  48. //
  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. //
  54. stats = new Stats();
  55. document.body.appendChild( stats.dom );
  56. //
  57. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  58. //
  59. window.addEventListener( 'resize', onWindowResize, false );
  60. }
  61. function onWindowResize() {
  62. windowHalfX = window.innerWidth / 2;
  63. windowHalfY = window.innerHeight / 2;
  64. camera.aspect = window.innerWidth / window.innerHeight;
  65. camera.updateProjectionMatrix();
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. }
  68. function onDocumentMouseMove( event ) {
  69. mouseX = ( event.clientX - windowHalfX ) * 10;
  70. mouseY = ( event.clientY - windowHalfY ) * 10;
  71. }
  72. //
  73. function animate() {
  74. requestAnimationFrame( animate );
  75. render();
  76. stats.update();
  77. }
  78. function render() {
  79. var time = Date.now() * 0.001;
  80. var rx = Math.sin( time * 0.7 ) * 0.5,
  81. ry = Math.sin( time * 0.3 ) * 0.5,
  82. rz = Math.sin( time * 0.2 ) * 0.5;
  83. camera.position.x += ( mouseX - camera.position.x ) * 0.05;
  84. camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
  85. camera.lookAt( scene.position );
  86. group.rotation.x = rx;
  87. group.rotation.y = ry;
  88. group.rotation.z = rz;
  89. renderer.render( scene, camera );
  90. }
  91. </script>
  92. </body>
  93. </html>