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

239 lines
5.9 KiB
HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - depth material</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 {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/renderers/Projector.js"></script>
<script src="js/renderers/CanvasRenderer.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var cube, plane, objects = [];
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var moveForward = false;
var moveBackwards = false;
var moveLeft = false;
var moveRight = false;
var moveUp = false;
var moveDown = false;
var targetMoveLeft = false;
var targetMoveRight = false;
var debugContext;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 1000, 1000, 1000 );
camera.target = new THREE.Vector3( 0, 150, 0 );
scene = new THREE.Scene();
// Plane
var material = new THREE.MeshDepthMaterial( { side: THREE.DoubleSide, overdraw: 0.5 } );
plane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000, 10, 10 ), material );
plane.position.y = - 100;
plane.rotation.x = - Math.PI / 2;
scene.add( plane );
// Cubes
geometry = new THREE.BoxGeometry( 100, 100, 100 );
material = new THREE.MeshDepthMaterial( { overdraw: 0.5 } );
for ( var i = 0; i < 20; i ++ ) {
cube = new THREE.Mesh( geometry, material );
cube.position.x = ( i % 5 ) * 200 - 400;
cube.position.z = Math.floor( i / 5 ) * 200 - 350;
cube.rotation.x = Math.random() * 200 - 100;
cube.rotation.y = Math.random() * 200 - 100;
cube.rotation.z = Math.random() * 200 - 100;
scene.add( cube );
objects.push( cube );
}
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var debugCanvas = document.createElement( 'canvas' );
debugCanvas.width = 512;
debugCanvas.height = 512;
debugCanvas.style.position = 'absolute';
debugCanvas.style.top = '0px';
debugCanvas.style.left = '0px';
container.appendChild( debugCanvas );
debugContext = debugCanvas.getContext( '2d' );
debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
debugContext.strokeStyle = '#808080';
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild(stats.domElement);
document.addEventListener( 'keydown', onDocumentKeyDown, false );
document.addEventListener( 'keyup', onDocumentKeyUp, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentKeyDown( event ) {
switch ( event.keyCode ) {
case 38: moveForward = true; break; // up
case 40: moveBackwards = true; break; // down
case 37: moveLeft = true; break; // left
case 39: moveRight = true; break; // right
case 87: moveUp = true; break; // w
case 83: moveDown = true; break; // s
case 65: targetMoveLeft = true; break; // a
case 68: targetMoveRight = true; break; // d
}
}
function onDocumentKeyUp( event ) {
switch ( event.keyCode ) {
case 38: moveForward = false; break; // up
case 40: moveBackwards = false; break; // down
case 37: moveLeft = false; break; // left
case 39: moveRight = false; break; // right
case 87: moveUp = false; break; // w
case 83: moveDown = false; break; // s
case 65: targetMoveLeft = false; break; // a
case 68: targetMoveRight = false; break; // d
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
if ( moveForward ) camera.position.z -= 10;
if ( moveBackwards ) camera.position.z += 10;
if ( moveLeft ) camera.position.x -= 10;
if ( moveRight ) camera.position.x += 10;
if ( moveUp ) camera.position.y += 10;
if ( moveDown ) camera.position.y -= 10;
if ( targetMoveLeft ) camera.target.x -= 10;
if ( targetMoveRight ) camera.target.x += 10;
camera.lookAt( camera.target );
debugContext.clearRect( - 256, - 256, 512, 512 );
debugContext.beginPath();
// center
debugContext.moveTo( - 10, 0 );
debugContext.lineTo( 10, 0 );
debugContext.moveTo( 0, - 10 );
debugContext.lineTo( 0, 10 );
// camera
debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
debugContext.rect( - 50, - 50, 100, 100 );
for ( var i = 0; i < objects.length; i++ ) {
var object = objects[ i ];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
}
debugContext.closePath();
debugContext.stroke();
renderer.render( scene, camera );
}
</script>
</body>
</html>