mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-29 17:04:57 +01:00
110 lines
2.5 KiB
HTML
Executable File
110 lines
2.5 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 - helpers</title>
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<meta charset="utf-8">
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<style>
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body {
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margin: 0px;
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background-color: #000000;
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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>
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var scene, renderer;
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var camera, light;
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init();
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animate();
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function init() {
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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//
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.z = 400;
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scene = new THREE.Scene();
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light = new THREE.PointLight();
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light.position.set( 200, 100, 150 );
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scene.add( light );
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scene.add( new THREE.PointLightHelper( light, 5 ) );
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var helper = new THREE.GridHelper( 200, 10 );
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helper.setColors( 0x0000ff, 0x808080 );
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helper.position.y = - 150;
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scene.add( helper );
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var loader = new THREE.JSONLoader();
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loader.load( 'obj/leeperrysmith/LeePerrySmith.js', function ( geometry, materials ) {
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var material = new THREE.MeshLambertMaterial();
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var mesh = new THREE.Mesh( geometry, material );
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mesh.scale.multiplyScalar( 50 );
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scene.add( mesh );
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scene.add( new THREE.FaceNormalsHelper( mesh, 10 ) );
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scene.add( new THREE.VertexNormalsHelper( mesh, 10 ) );
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var helper = new THREE.WireframeHelper( mesh );
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helper.material.depthTest = false;
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helper.material.opacity = 0.25;
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helper.material.transparent = true;
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scene.add( helper );
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scene.add( new THREE.BoxHelper( mesh ) );
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} );
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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.aspect = window.innerWidth / window.innerHeight;
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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 animate() {
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requestAnimationFrame( animate );
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var time = - performance.now() * 0.0003;
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camera.position.x = 400 * Math.cos( time );
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camera.position.z = 400 * Math.sin( time );
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camera.lookAt( scene.position );
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light.position.x = Math.sin( time * 1.7 ) * 300;
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light.position.y = Math.cos( time * 1.5 ) * 400;
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light.position.z = Math.cos( time * 1.3 ) * 300;
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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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