mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
201 lines
4.8 KiB
HTML
201 lines
4.8 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 - interactive - cubes</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: #f0f0f0;
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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 particleMaterial;
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var raycaster;
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var mouse;
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var objects = [];
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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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var info = document.createElement( 'div' );
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info.style.position = 'absolute';
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info.style.top = '10px';
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info.style.width = '100%';
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info.style.textAlign = 'center';
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info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> - clickable objects';
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container.appendChild( info );
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.set( 0, 300, 500 );
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scene = new THREE.Scene();
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var geometry = new THREE.BoxGeometry( 100, 100, 100 );
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for ( var i = 0; i < 10; i ++ ) {
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var object = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) );
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object.position.x = Math.random() * 800 - 400;
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object.position.y = Math.random() * 800 - 400;
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object.position.z = Math.random() * 800 - 400;
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object.scale.x = Math.random() * 2 + 1;
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object.scale.y = Math.random() * 2 + 1;
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object.scale.z = Math.random() * 2 + 1;
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object.rotation.x = Math.random() * 2 * Math.PI;
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object.rotation.y = Math.random() * 2 * Math.PI;
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object.rotation.z = Math.random() * 2 * Math.PI;
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scene.add( object );
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objects.push( object );
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}
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var PI2 = Math.PI * 2;
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particleMaterial = new THREE.SpriteCanvasMaterial( {
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color: 0x000000,
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program: function ( context ) {
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context.beginPath();
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context.arc( 0, 0, 0.5, 0, PI2, true );
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context.fill();
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}
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} );
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//
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2();
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renderer = new THREE.CanvasRenderer();
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renderer.setClearColor( 0xf0f0f0 );
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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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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( 'mousedown', onDocumentMouseDown, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, 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 onDocumentTouchStart( event ) {
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event.preventDefault();
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event.clientX = event.touches[0].clientX;
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event.clientY = event.touches[0].clientY;
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onDocumentMouseDown( event );
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}
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function onDocumentMouseDown( event ) {
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event.preventDefault();
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mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
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mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
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raycaster.setFromCamera( mouse, camera );
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var intersects = raycaster.intersectObjects( objects );
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if ( intersects.length > 0 ) {
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intersects[ 0 ].object.material.color.setHex( Math.random() * 0xffffff );
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var particle = new THREE.Sprite( particleMaterial );
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particle.position.copy( intersects[ 0 ].point );
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particle.scale.x = particle.scale.y = 16;
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scene.add( particle );
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}
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/*
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// Parse all the faces
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for ( var i in intersects ) {
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intersects[ i ].face.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 );
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}
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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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var radius = 600;
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var theta = 0;
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function render() {
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theta += 0.1;
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camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
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camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
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camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
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camera.lookAt( scene.position );
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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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