Files
three.js/examples/canvas_interactive_cubes.html
T
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00

160 lines
4.1 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js canvas - interactive - cubes</title>
<meta charset="utf-8">
<style type="text/css">
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var container, stats;
var camera, scene, projector, renderer;
var particleMaterial;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - clickable objects';
container.appendChild( info );
camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 300;
camera.position.z = 500;
scene = new THREE.Scene();
var geometry = new THREE.Cube( 100, 100, 100 );
for ( var i = 0; i < 10; i ++ ) {
var object = new THREE.Mesh( geometry, [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ), new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, wireframe: true } ) ] );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.scale.x = Math.random() * 2 + 1;
object.scale.y = Math.random() * 2 + 1;
object.scale.z = Math.random() * 2 + 1;
object.rotation.x = ( Math.random() * 360 ) * Math.PI / 180;
object.rotation.y = ( Math.random() * 360 ) * Math.PI / 180;
object.rotation.z = ( Math.random() * 360 ) * Math.PI / 180;
scene.addObject( object );
}
var PI2 = Math.PI * 2;
particleMaterial = new THREE.ParticleCanvasMaterial( {
color: 0x000000,
program: function ( context ) {
context.beginPath();
context.arc( 0, 0, 1, 0, PI2, true );
context.closePath();
context.fill();
}
} );
projector = new THREE.Projector();
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectScene( scene );
if ( intersects.length > 0 ) {
intersects[ 0 ].object.materials[ 0 ].color.setHex( Math.random() * 0xffffff );
var particle = new THREE.Particle( particleMaterial );
particle.position = intersects[ 0 ].point;
particle.scale.x = particle.scale.y = 8;
scene.addObject( particle );
}
/*
// Parse all the faces
for ( var i in intersects ) {
intersects[ i ].face.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 );
}
*/
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
var radius = 600;
var theta = 0;
function render() {
theta += 0.2;
camera.position.x = radius * Math.sin( theta * Math.PI / 360 );
camera.position.y = radius * Math.sin( theta * Math.PI / 360 );
camera.position.z = radius * Math.cos( theta * Math.PI / 360 );
renderer.render( scene, camera );
}
</script>
</body>
</html>