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three.js平面几何体之旋转

2018-01-21 19:36 585 查看
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>旋转</title>
<style type="text/css">
div#canvas-frame {
border: none;
cursor: pointer;
width: 100%;
height: 600px;
background-color: #EEEEEE;
}
</style>
<script type="text/javascript" src="js/three.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/tween.min.js"></script>
<script>
var renderer,stats;
//照相机配置
var fov = 45,//拍摄距离 视野角值越大,场景中的物体越小
near = 1,//最小范围
far = 1000;//最大范围
//var canvas = document.getElementById('canvas-frame');
function initThree(){
width = document.getElementById('canvas-frame').clientWidth;
height = document.getElementById('canvas-frame').clientHeight;
renderer = new THREE.WebGLRenderer({
antialias:true
});
renderer.setSize(width, height);
document.getElementById('canvas-frame').appendChild(renderer.domElement);
renderer.setClearColor(0xFFFFFF, 1.0);

stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById('canvas-frame').appendChild(stats.domElement);
}

var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(fov, width / height, near, far);
camera.position.x = 100;
camera.position.y = 300;
camera.position.z = 600;
camera.up.x = 0;
camera.up.y = 1;
camera.up.z = 0;
camera.lookAt({
x : 0,
y : 0,
z : 0
});
}

var scene;
function initScene() {
scene = new THREE.Scene();
}

var light;
function initLight() {
light = new THREE.AmbientLight(0xFF0000);
light.position.set(100, 100, 200);
scene.add(light);

}

var cube;
var mesh;
function initObject() {

var geometry = new THREE.BoxGeometry( 100, 100, 100 );

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} );
mesh = new THREE.Mesh( geometry,material);
mesh.position = new THREE.Vector3(0,0,0);
scene.add(mesh);

}

function initGrid(){
var helper = new THREE.GridHelper( 1000, 50 );
helper.setColors( 0x0000ff, 0x808080 );
scene.add( helper );
}

function threeStart() {
initThree();
initCamera();
initScene();
initLight();

initObject();
initGrid();

animation();
document.getElementById('canvas-frame').addEventListener('mousewheel',mousewheel,false);
}

// 帧循环、游戏循环
function animation()
{
// mesh.rotation.y +=0.01;
// renderer.render(scene, camera);
// requestAnimationFrame(animation);
//相机围绕y轴旋转,并且保持场景中的物体一直再相机的视野中
//实时渲染成像
var timer = Date.now()*0.0001;
camera.position.x = Math.cos(timer)*100;
camera.position.z = Math.sin(timer)*100;
camera.lookAt(scene.position);
renderer.render(scene, camera);
requestAnimationFrame(animation);

}

function mousewheel(e){
e.preventDefault();
if(e.wheelDelta){
//判断浏览器是谷歌、ie滑轮事件
if(e.wheelDelta > 0){
//滑轮向上滚动
fov -=(near < fov ? 1 : 0);
}
if (e.wheelDelta < 0) { //当滑轮向下滚动时
fov += (fov < far ? 1 : 0);
}
}else if(e.detail){//firefox滑轮事件
if (e.detail > 0) { //当滑轮向上滚动时
fov -= 1;
}
if (e.detail < 0) { //当滑轮向下滚动时
fov += 1;
}
}
//改变fov值,并更新场景的渲染
camera.fov = fov;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
}

</script>
</head>
<body onload="threeStart()">
<div id="canvas-frame"></div>
</body>
</html>


上述是代码,下面效果图如下:

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标签:  three.js