【three.js练习程序】旋转物体自身
2018-02-15 13:56
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<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>ceshi</title> <script type="text/javascript" src=".\build\three.js"></script> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <!-- 作为Three.js渲染器输出元素 --> <div id="WebGL-output"> </div> <!-- 第一个 Three.js 样例代码 --> <script type="text/javascript"> var cube = new Array(100); var rotx = new Array(100); var roty = new Array(100); var rotz = new Array(100); var camera, scene, renderer; var id = null; var fov = 45; var near = 0.1; var far = 1000; init(); function init() { scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(fov, window.innerWidth / window.innerHeight, near, far); camera.position.x = 100; camera.position.y = 100; camera.position.z = 100; camera.lookAt(scene.position); //创建一个WebGL渲染器并设置其大小 renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0x000000)); renderer.setSize(window.innerWidth, window.innerHeight); var axes = new THREE.AxisHelper(200); scene.add(axes); for (var i = 0; i < 100; i++) { var geometry = new THREE.BoxGeometry(5, 5, 5); for (var j = 0; j < geometry.faces.length; j += 2) { var hex = Math.random() * 0xffffff; geometry.faces[j].color.setHex(hex); geometry.faces[j + 1].color.setHex(hex); } rotx[i] = Math.random() * 0.005; roty[i] = Math.random() * 0.005; rotz[i] = Math.random() * 0.005; var material = new THREE.MeshBasicMaterial({ vertexColors: 0xff0000 }); cube[i] = new THREE.Mesh(geometry, material); cube[i].position.x = Math.random() * 100 - 50; cube[i].position.y = Math.random() * 100 - 50; cube[i].position.z = Math.random() * 100 - 50; cube[i].receiveShadow = true; scene.add(cube[i]); id = setInterval(render, 33); } document.addEventListener('mousewheel', mousewheel, false); } function render() { for (var i = 0; i < 100; i++) { cube[i].rotation.x += rotx[i]; cube[i].rotation.y += roty[i]; cube[i].rotation.z += rotz[i]; } renderer.render(scene, camera); } function mousewheel(e) { e.preventDefault(); //e.stopPropagation(); if (e.wheelDelta) { //判断浏览器IE,谷歌滑轮事件 if (e.wheelDelta > 0) { //当滑轮向上滚动时 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; } } camera.fov = fov; camera.updateProjectionMatrix(); renderer.render(scene, camera); } document.getElementById("WebGL-output").appendChild(renderer.domElement); </script> </body> </html>
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