<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - geometry - cube</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body> <script src="../build/three.js"></script> <script src="js/renderers/Projector.js"></script>
<script src="js/renderers/CanvasRenderer.js"></script> <script src="js/libs/stats.min.js"></script> <script> var container, stats; var camera, scene, renderer; var cube, plane; var fy=0.0;
var fx=0.0;
var zoom=20;
var targetRotation = 0;
var targetUp = 0;
var targetRotationOnMouseDown = 0;
var targetUpOnMouseDown = 0;
var mouseX = 0;
var mouseY=0;
var mouseXOnMouseDown = 0;
var mouseYOnMouseDown = 0; var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2; 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 = 'Drag to spin the cube';
container.appendChild( info ); camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.maxDistance=7500;
camera.position.y = 150;
camera.position.z = 500; scene = new THREE.Scene(); // Cube var geometry = new THREE.CubeGeometry(200, 200,200, 2, 2, 3 ); // for ( var i = 0; i < geometry.faces.length; i += 2 ) {
//
// var hex = Math.random() * 0xffffff;
// geometry.faces[ i ].color.setHex( hex );
// geometry.faces[ i + 1 ].color.setHex( hex );
//
// } //var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5 } );
var material = new THREE.MeshBasicMaterial({
color: 0xff0000,
wireframe: true
});
cube = new THREE.Mesh( geometry, material );
cube.position.y = 150;
scene.add( cube ); // Plane var geometry = new THREE.PlaneBufferGeometry( 200, 200 );
geometry.rotateX( - Math.PI / 2 ); var material = new THREE.MeshBasicMaterial( { color: 0xe0e0e0, overdraw: 0.5 } ); plane = new THREE.Mesh( geometry, material );
scene.add( plane ); renderer = new THREE.CanvasRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement ); stats = new Stats();
container.appendChild( stats.dom ); document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
document.addEventListener('keydown',onDocumentKeyDown,false);
document.addEventListener( 'mousewheel', onMouseWheel, false); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2; camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } // function onDocumentMouseDown( event ) { event.preventDefault(); document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false ); mouseXOnMouseDown = event.clientX - windowHalfX;
mouseYOnMouseDown = event.clientY - windowHalfY;
targetRotationOnMouseDown = targetRotation;
targetUpOnMouseDown = targetUp; } function onDocumentMouseMove( event ) { mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
targetUp = targetUpOnMouseDown + (mouseY - mouseYOnMouseDown)*0.02;
} function onDocumentMouseUp( event ) { document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false ); } function onDocumentMouseOut( event ) { document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false ); } function onDocumentTouchStart( event ) { if ( event.touches.length === 1 ) { event.preventDefault(); mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
mouseYOnMouseDown = event.touches[ 0 ].pageY - windowHalfY;
targetRotationOnMouseDown = targetRotation;
targetUpOnMouseDown = targetup; } } function onDocumentTouchMove( event ) { if ( event.touches.length === 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
targetup = targetUpOnMouseDown + ( mouseY - mouseYOnMouseDown)*0.05; } } function onMouseWheel(event){
if(event.wheelDelta > 0){ //前滚
cube.position.z-=zoom;
plane.position.z-=zoom; }else
{
cube.position.z+=zoom;
plane.position.z+=zoom;
}
} function onDocumentKeyDown(event){
switch(event.keyCode){
case 37: //左
fy -= 0.1;
break;
case 39: //右
fy += 0.1;
break;
case 38: //上
//fx -= 0.1;
cube.position.z-=10; break;
case 40: //下
//fx += 0.1;
cube.position.z+=10;
break;
default:
break;
}
} // function animate() { requestAnimationFrame( animate ); stats.begin();
render();
stats.end(); } function render() { cube.rotation.x +=( targetUp - cube.rotation.x ) * 0.05; //鼠标控制上下旋转
cube.rotation.y += ( targetRotation - cube.rotation.y ) * 0.05;
//cube.rotation.x+=0.1; //cube.rotation.y+=fy;
// cube.rotation.x+=fx; plane.rotation.y = cube.rotation.y;
renderer.render( scene, camera ); } </script> ript> </body>
</html>

THREE.js代码备份——线框cube、按键、鼠标控制的更多相关文章

  1. c#调用js,以及js调用C#里的函数, c#自己生成js代码,实现对web的控制

    using mshtml;using System;using System.Collections.Generic;using System.Linq;using System.Security.P ...

  2. THREE.js代码备份——webgl - geometry - dynamic(模拟海浪,通过时间(毫秒)来控制平面点的运动模拟海浪,鼠标控制写在另外的js中)

    HTML: <!DOCTYPE html> <html lang="en"> <head> <title>three.js webg ...

  3. THREE.js代码备份——webgl - materials - cube refraction [balls](以上下左右前后6张图片构成立体场景、透明球体效果)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - ma ...

  4. THREE.js代码备份——canvas - lines - colors(希尔伯特曲线3D、用HSL设置线颜色)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - l ...

  5. THREE.js代码备份——canvas_lines(随机点、画线)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - l ...

  6. THREE.js代码备份——webgl - scene animation(通过加载json文件来加载动画和模型)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - sc ...

  7. THREE.js代码备份——canvas - geometry - earth(球体贴纹理)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - g ...

  8. THREE.js代码备份——webgl - custom attributes [lines](自定义字体显示、控制字图的各个属性)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - cu ...

  9. THREE.js代码备份——canvas_ascii_effect(以AscII码显示图形)

    <!DOCTYPE html> <html lang="en"> <head> <title>three.js - ASCII Ef ...

随机推荐

  1. Swift中的问号?和感叹号!

    Swift语言使用var定义变量,但和别的语言不同,Swift里不会自动给变量赋初始值,也就是说变量不会有默认值,所以要求使用变量之前必须要对其初始化.如果在使用变量之前不进行初始化就会报错: var ...

  2. JSAPI用户手册

    本文档主要涵盖如何嵌入SpiderMonkey javascript引擎到你自己的c++程序中. JavaScript在浏览器端已经被广泛使用了.但是,Mozilla的javascript引擎可以被嵌 ...

  3. LeetCode34 Search for a Range

    题目: Given a sorted array of integers, find the starting and ending position of a given target value. ...

  4. JAVA基础之正则表达式

    加 ^$  整个字符串满足要求 不加部分字符串满足要求即可通过 ======================================================== \:转义字符 \d:任 ...

  5. Override Inline Styles with CSS

    inline style: <div style="background: red;"> The inline styles for this div should m ...

  6. IOS webView快照

    这个功能就是对网页的存储,存储成png格式的图片 且不失真 很棒的一个小方法.具体实现如下: - (void)webViewDidFinishLoad:(UIWebView *)webView1 { ...

  7. [iOS Xcode8]上传AppStore无法添加构建版本

    最近升级到xcode8了,也遇到了一些问题.最近产品需要更新版本,按照以前的流程,我觉得so easy啊,万万没想到啊,这次更新版本差点让我吐血,来来回回不下七次. 首先问题是版本通过xcode上传到 ...

  8. Visual Studio 扩展包(.vsix)制作

    前言:上篇介绍了 Visual Studio扩展工具添加与卸载,本编要介绍的是Visual Studio 扩展包(.vsix)的制作. 方法: ①.下载并安装Visual Studio 2010 SD ...

  9. mysql 重命名表名

    先创建一张表: -- 创建用户表 CREATE TABLE user10( id SMALLINT UNSIGNED KEY AUTO_INCREMENT, username ) NOT NULL U ...

  10. ionic中input框禁止输入问题

    其实这个问题在之后沥青思路之后觉得还是挺好实现的,没有思路的时候真是找不到头绪~ 功能的描述为:当输入框中没有内容时,允许用户编辑:当其中有内容时不允许用户编辑,只有当用户点击编辑按钮后,才可允许编辑 ...