Doodle3D-Slicer/three.js-master/examples/webgl_helpers.html
2015-06-12 15:58:26 +02:00

110 lines
2.5 KiB
HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - helpers</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script>
var scene, renderer;
var camera, light;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
light = new THREE.PointLight();
light.position.set( 200, 100, 150 );
scene.add( light );
scene.add( new THREE.PointLightHelper( light, 5 ) );
var helper = new THREE.GridHelper( 200, 10 );
helper.setColors( 0x0000ff, 0x808080 );
helper.position.y = - 150;
scene.add( helper );
var loader = new THREE.JSONLoader();
loader.load( 'obj/leeperrysmith/LeePerrySmith.js', function ( geometry, materials ) {
var material = new THREE.MeshLambertMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.scale.multiplyScalar( 50 );
scene.add( mesh );
scene.add( new THREE.FaceNormalsHelper( mesh, 10 ) );
scene.add( new THREE.VertexNormalsHelper( mesh, 10 ) );
var helper = new THREE.WireframeHelper( mesh );
helper.material.depthTest = false;
helper.material.opacity = 0.25;
helper.material.transparent = true;
scene.add( helper );
scene.add( new THREE.BoxHelper( mesh ) );
} );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = - performance.now() * 0.0003;
camera.position.x = 400 * Math.cos( time );
camera.position.z = 400 * Math.sin( time );
camera.lookAt( scene.position );
light.position.x = Math.sin( time * 1.7 ) * 300;
light.position.y = Math.cos( time * 1.5 ) * 400;
light.position.z = Math.cos( time * 1.3 ) * 300;
renderer.render( scene, camera );
}
</script>
</body>
</html>