mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
176 lines
4.3 KiB
HTML
Executable File
176 lines
4.3 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - 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/libs/stats.min.js"></script>
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<script>
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var container, stats;
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var camera, scene, raycaster, renderer;
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var mouse = new THREE.Vector2(), INTERSECTED;
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var radius = 100, theta = 0;
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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> webgl - interactive cubes';
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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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scene = new THREE.Scene();
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var light = new THREE.DirectionalLight( 0xffffff, 1 );
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light.position.set( 1, 1, 1 ).normalize();
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scene.add( light );
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var geometry = new THREE.BoxGeometry( 20, 20, 20 );
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for ( var i = 0; i < 2000; i ++ ) {
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var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
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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.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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object.scale.x = Math.random() + 0.5;
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object.scale.y = Math.random() + 0.5;
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object.scale.z = Math.random() + 0.5;
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scene.add( object );
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}
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raycaster = new THREE.Raycaster();
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renderer = new THREE.WebGLRenderer();
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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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renderer.sortObjects = false;
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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( 'mousemove', onDocumentMouseMove, 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.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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function onDocumentMouseMove( event ) {
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event.preventDefault();
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mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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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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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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camera.updateMatrixWorld();
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// find intersections
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raycaster.setFromCamera( mouse, camera );
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var intersects = raycaster.intersectObjects( scene.children );
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if ( intersects.length > 0 ) {
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if ( INTERSECTED != intersects[ 0 ].object ) {
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if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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INTERSECTED = intersects[ 0 ].object;
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INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
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INTERSECTED.material.emissive.setHex( 0xff0000 );
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}
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} else {
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if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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INTERSECTED = null;
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}
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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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