mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
169 lines
4.4 KiB
HTML
169 lines
4.4 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 - camera - orthographic</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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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> - orthographic view';
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container.appendChild( info );
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camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 500, 1000 );
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camera.position.x = 200;
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camera.position.y = 100;
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camera.position.z = 200;
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scene = new THREE.Scene();
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// Grid
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var size = 500, step = 50;
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var geometry = new THREE.Geometry();
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for ( var i = - size; i <= size; i += step ) {
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geometry.vertices.push( new THREE.Vector3( - size, 0, i ) );
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geometry.vertices.push( new THREE.Vector3( size, 0, i ) );
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geometry.vertices.push( new THREE.Vector3( i, 0, - size ) );
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geometry.vertices.push( new THREE.Vector3( i, 0, size ) );
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}
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var material = new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } );
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var line = new THREE.Line( geometry, material, THREE.LinePieces );
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scene.add( line );
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// Cubes
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var geometry = new THREE.BoxGeometry( 50, 50, 50 );
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var material = new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, overdraw: 0.5 } );
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for ( var i = 0; i < 100; i ++ ) {
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var cube = new THREE.Mesh( geometry, material );
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cube.scale.y = Math.floor( Math.random() * 2 + 1 );
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cube.position.x = Math.floor( ( Math.random() * 1000 - 500 ) / 50 ) * 50 + 25;
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cube.position.y = ( cube.scale.y * 50 ) / 2;
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cube.position.z = Math.floor( ( Math.random() * 1000 - 500 ) / 50 ) * 50 + 25;
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scene.add( cube );
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}
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// Lights
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var ambientLight = new THREE.AmbientLight( Math.random() * 0x10 );
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scene.add( ambientLight );
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var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.add( directionalLight );
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var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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directionalLight.position.normalize();
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scene.add( directionalLight );
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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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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.left = window.innerWidth / - 2;
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camera.right = window.innerWidth / 2;
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camera.top = window.innerHeight / 2;
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camera.bottom = window.innerHeight / - 2;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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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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var timer = Date.now() * 0.0001;
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camera.position.x = Math.cos( timer ) * 200;
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camera.position.z = Math.sin( timer ) * 200;
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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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