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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - interactive cubes</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- background-color: #f0f0f0;
- color: #444;
- }
- a {
- color: #08f;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- var container, stats;
- var camera, scene, raycaster, renderer;
- var mouse = new THREE.Vector2(), INTERSECTED;
- var radius = 500, theta = 0;
- var frustumSize = 1000;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- var aspect = window.innerWidth / window.innerHeight;
- camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 1, 1000 );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xf0f0f0 );
- var light = new THREE.DirectionalLight( 0xffffff, 1 );
- light.position.set( 1, 1, 1 ).normalize();
- scene.add( light );
- var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
- for ( var i = 0; i < 2000; i ++ ) {
- var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
- object.position.x = Math.random() * 800 - 400;
- object.position.y = Math.random() * 800 - 400;
- object.position.z = Math.random() * 800 - 400;
- object.rotation.x = Math.random() * 2 * Math.PI;
- object.rotation.y = Math.random() * 2 * Math.PI;
- object.rotation.z = Math.random() * 2 * Math.PI;
- object.scale.x = Math.random() + 0.5;
- object.scale.y = Math.random() + 0.5;
- object.scale.z = Math.random() + 0.5;
- scene.add( object );
- }
- raycaster = new THREE.Raycaster();
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- var aspect = window.innerWidth / window.innerHeight;
- camera.left = - frustumSize * aspect / 2;
- camera.right = frustumSize * aspect / 2;
- camera.top = frustumSize / 2;
- camera.bottom = - frustumSize / 2;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function onDocumentMouseMove( event ) {
- event.preventDefault();
- mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
- mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- theta += 0.1;
- camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
- camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
- camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
- camera.lookAt( scene.position );
- camera.updateMatrixWorld();
- // find intersections
- raycaster.setFromCamera( mouse, camera );
- var intersects = raycaster.intersectObjects( scene.children );
- if ( intersects.length > 0 ) {
- if ( INTERSECTED != intersects[ 0 ].object ) {
- if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
- INTERSECTED = intersects[ 0 ].object;
- INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
- INTERSECTED.material.emissive.setHex( 0xff0000 );
- }
- } else {
- if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
- INTERSECTED = null;
- }
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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