mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-14 18:27:56 +01:00
239 lines
5.9 KiB
HTML
239 lines
5.9 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js canvas - depth material</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/renderers/Projector.js"></script>
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<script src="js/renderers/CanvasRenderer.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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var container, stats;
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var camera, scene, renderer;
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var cube, plane, objects = [];
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var targetRotation = 0;
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var targetRotationOnMouseDown = 0;
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var mouseX = 0;
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var mouseXOnMouseDown = 0;
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var moveForward = false;
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var moveBackwards = false;
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var moveLeft = false;
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var moveRight = false;
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var moveUp = false;
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var moveDown = false;
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var targetMoveLeft = false;
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var targetMoveRight = false;
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var debugContext;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.set( 1000, 1000, 1000 );
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camera.target = new THREE.Vector3( 0, 150, 0 );
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scene = new THREE.Scene();
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// Plane
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var material = new THREE.MeshDepthMaterial( { side: THREE.DoubleSide, overdraw: 0.5 } );
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plane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000, 10, 10 ), material );
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plane.position.y = - 100;
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plane.rotation.x = - Math.PI / 2;
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scene.add( plane );
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// Cubes
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geometry = new THREE.BoxGeometry( 100, 100, 100 );
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material = new THREE.MeshDepthMaterial( { overdraw: 0.5 } );
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for ( var i = 0; i < 20; i ++ ) {
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cube = new THREE.Mesh( geometry, material );
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cube.position.x = ( i % 5 ) * 200 - 400;
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cube.position.z = Math.floor( i / 5 ) * 200 - 350;
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cube.rotation.x = Math.random() * 200 - 100;
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cube.rotation.y = Math.random() * 200 - 100;
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cube.rotation.z = Math.random() * 200 - 100;
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scene.add( cube );
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objects.push( cube );
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}
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renderer = new THREE.CanvasRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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var debugCanvas = document.createElement( 'canvas' );
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debugCanvas.width = 512;
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debugCanvas.height = 512;
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debugCanvas.style.position = 'absolute';
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debugCanvas.style.top = '0px';
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debugCanvas.style.left = '0px';
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container.appendChild( debugCanvas );
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debugContext = debugCanvas.getContext( '2d' );
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debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
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debugContext.strokeStyle = '#808080';
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild(stats.domElement);
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document.addEventListener( 'keydown', onDocumentKeyDown, false );
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document.addEventListener( 'keyup', onDocumentKeyUp, false );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function onDocumentKeyDown( event ) {
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switch ( event.keyCode ) {
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case 38: moveForward = true; break; // up
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case 40: moveBackwards = true; break; // down
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case 37: moveLeft = true; break; // left
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case 39: moveRight = true; break; // right
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case 87: moveUp = true; break; // w
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case 83: moveDown = true; break; // s
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case 65: targetMoveLeft = true; break; // a
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case 68: targetMoveRight = true; break; // d
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}
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}
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function onDocumentKeyUp( event ) {
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switch ( event.keyCode ) {
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case 38: moveForward = false; break; // up
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case 40: moveBackwards = false; break; // down
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case 37: moveLeft = false; break; // left
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case 39: moveRight = false; break; // right
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case 87: moveUp = false; break; // w
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case 83: moveDown = false; break; // s
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case 65: targetMoveLeft = false; break; // a
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case 68: targetMoveRight = false; break; // d
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}
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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if ( moveForward ) camera.position.z -= 10;
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if ( moveBackwards ) camera.position.z += 10;
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if ( moveLeft ) camera.position.x -= 10;
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if ( moveRight ) camera.position.x += 10;
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if ( moveUp ) camera.position.y += 10;
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if ( moveDown ) camera.position.y -= 10;
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if ( targetMoveLeft ) camera.target.x -= 10;
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if ( targetMoveRight ) camera.target.x += 10;
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camera.lookAt( camera.target );
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debugContext.clearRect( - 256, - 256, 512, 512 );
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debugContext.beginPath();
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// center
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debugContext.moveTo( - 10, 0 );
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debugContext.lineTo( 10, 0 );
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debugContext.moveTo( 0, - 10 );
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debugContext.lineTo( 0, 10 );
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// camera
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debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
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debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
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debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
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debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
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debugContext.rect( - 50, - 50, 100, 100 );
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for ( var i = 0; i < objects.length; i++ ) {
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var object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
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debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
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}
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debugContext.closePath();
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debugContext.stroke();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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