Doodle3D-Slicer/three.js-master/examples/canvas_lines_dashed.html
2017-06-22 13:21:07 +02:00

210 lines
4.7 KiB
HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - dashed lines</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
}
</style>
</head>
<body>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - dashed lines example</div>
<div id="container"></div>
<script src="../build/three.min.js"></script>
<script src="js/renderers/Projector.js"></script>
<script src="js/renderers/CanvasRenderer.js"></script>
<script src="js/geometries/hilbert3D.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var objects = [];
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, WIDTH / HEIGHT, 1, 200 );
camera.position.z = 150;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x111111, 150, 200 );
root = new THREE.Object3D();
var subdivisions = 6;
var recursion = 1;
var points = hilbert3D( new THREE.Vector3( 0,0,0 ), 25.0, recursion, 0, 1, 2, 3, 4, 5, 6, 7 );
var spline = new THREE.Spline( points );
var geometrySpline = new THREE.Geometry();
for ( var i = 0; i < points.length * subdivisions; i ++ ) {
var index = i / ( points.length * subdivisions );
var position = spline.getPoint( index );
geometrySpline.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z );
}
var geometryCube = cube( 50 );
geometryCube.computeLineDistances();
geometrySpline.computeLineDistances();
var object = new THREE.Line( geometrySpline, new THREE.LineDashedMaterial( { color: 0xffffff, dashSize: 1, gapSize: 0.5 } ), THREE.LineStrip );
objects.push( object );
scene.add( object );
var object = new THREE.Line( geometryCube, new THREE.LineDashedMaterial( { color: 0xffaa00, dashSize: 3, gapSize: 1, linewidth: 2 } ), THREE.LinePieces );
objects.push( object );
scene.add( object );
renderer = new THREE.CanvasRenderer();
renderer.setClearColor( 0x111111 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function cube( size ) {
var h = size * 0.5;
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3( -h, -h, -h ),
new THREE.Vector3( -h, h, -h ),
new THREE.Vector3( -h, h, -h ),
new THREE.Vector3( h, h, -h ),
new THREE.Vector3( h, h, -h ),
new THREE.Vector3( h, -h, -h ),
new THREE.Vector3( h, -h, -h ),
new THREE.Vector3( -h, -h, -h ),
new THREE.Vector3( -h, -h, h ),
new THREE.Vector3( -h, h, h ),
new THREE.Vector3( -h, h, h ),
new THREE.Vector3( h, h, h ),
new THREE.Vector3( h, h, h ),
new THREE.Vector3( h, -h, h ),
new THREE.Vector3( h, -h, h ),
new THREE.Vector3( -h, -h, h ),
new THREE.Vector3( -h, -h, -h ),
new THREE.Vector3( -h, -h, h ),
new THREE.Vector3( -h, h, -h ),
new THREE.Vector3( -h, h, h ),
new THREE.Vector3( h, h, -h ),
new THREE.Vector3( h, h, h ),
new THREE.Vector3( h, -h, -h ),
new THREE.Vector3( h, -h, h )
);
return geometry;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = Date.now() * 0.001;
for ( var i = 0; i < objects.length; i ++ ) {
var object = objects[ i ];
//object.rotation.x = 0.25 * time * ( i%2 == 1 ? 1 : -1);
object.rotation.x = 0.25 * time;
object.rotation.y = 0.25 * time;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>