本文搬自我的Github,https://github.com/555chy/three.js-example-comment,有兴趣的可以一起来完善,这个为Three.js的Example进行注解,方便初学者阅读
three.js 官网 Example 地址:https://threejs.org/examples/
<!DOCTYPE html>
<html>
<head>
<title>three.js css3d - panorama - deviceorientation</title>
<meta charset="utf-8">
<!--
如果没有设置viewport的width的话,网页很可能会超出手机屏幕宽度,具体多宽,要看浏览器定义的默认宽度是多少
user-scalable=no,规定了用户不能缩放网页,但有些浏览器对该项支持不是很好,故需要设置minimum-scale和maximum-scale相同来限制用户缩放
-->
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0;
cursor: move;
overflow: hidden;
}
a {
color: #ffffff;
}
#info {
position: absolute;
width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
font-weight: bold;
text-align: center;
z-index: 1;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<!--
设备朝向控制,仅对移动设备有效。根据设备朝向调整被控制元素朝向
-->
<script src="js/controls/DeviceOrientationControls.js"></script>
<!--
使用CSS3渲染3D的DOM元素
-->
<script src="js/renderers/CSS3DRenderer.js"></script>
<div id="info"><a href="http://threejs.org" target="_blank">three.js css3d</a> - panorama - decideorientation. cubemap by <a href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a>.</div>
<script>
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
/*
PerspectiveCamera(fov, aspect, near, far)
fov(视场):从相机位置能够看到的部分场景。推荐默认值45
aspect(长宽比):渲染结果输出区域的横向长度和纵向长度的比值。推荐默认值window.innerWidth/window.innerHeight
near(近面):定义从距离相机多近的地方开始渲染场景。推荐默认值0.1
far(远面):定义相机可以从它所处的位置看多远。默认值1000
*/
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
controls = new THREE.DeviceOrientationControls( camera );
scene = new THREE.Scene();
var sides = [
{
url: 'textures/cube/Bridge2/posx.jpg',
position: [ -512, 0, 0 ],
rotation: [ 0, Math.PI / 2, 0 ]
},
{
url: 'textures/cube/Bridge2/negx.jpg',
position: [ 512, 0, 0 ],
rotation: [ 0, -Math.PI / 2, 0 ]
},
{
url: 'textures/cube/Bridge2/posy.jpg',
position: [ 0, 512, 0 ],
rotation: [ Math.PI / 2, 0, Math.PI ]
},
{
url: 'textures/cube/Bridge2/negy.jpg',
position: [ 0, -512, 0 ],
rotation: [ - Math.PI / 2, 0, Math.PI ]
},
{
url: 'textures/cube/Bridge2/posz.jpg',
position: [ 0, 0, 512 ],
rotation: [ 0, Math.PI, 0 ]
},
{
url: 'textures/cube/Bridge2/negz.jpg',
position: [ 0, 0, -512 ],
rotation: [ 0, 0, 0 ]
}
];
/*
var sides = [
{
url: 'textures/cube/test/px.jpg',
position: [ -512, 0, 0 ],
rotation: [ 0, Math.PI / 2, 0 ]
},
{
url: 'textures/cube/test/nx.jpg',
position: [ 512, 0, 0 ],
rotation: [ 0, -Math.PI / 2, 0 ]
},
{
url: 'textures/cube/test/py.jpg',
position: [ 0, 512, 0 ],
rotation: [ Math.PI / 2, 0, Math.PI ]
},
{
url: 'textures/cube/test/ny.jpg',
position: [ 0, -512, 0 ],
rotation: [ - Math.PI / 2, 0, Math.PI ]
},
{
url: 'textures/cube/test/pz.jpg',
position: [ 0, 0, 512 ],
rotation: [ 0, Math.PI, 0 ]
},
{
url: 'textures/cube/test/nz.jpg',
position: [ 0, 0, -512 ],
rotation: [ 0, 0, 0 ]
}
];
*/
//这里THREE.Object3D()等价于THREE.Group()都是在外层包上一个div
//var cube = new THREE.Object3D();
//scene.add( cube );
//three.js中的分组,同一个分组中的对象可以一起执行某项操作,不用再进行遍历判断
var group = new THREE.Group();
scene.add( group );
for ( var i = 0; i < sides.length; i ++ ) {
var side = sides[ i ];
var element = document.createElement( 'img' );
element.width = 1026; // 2 pixels extra to close the gap. 使用额外的两个像素来填补间隙,否则会有一条黑边
element.src = side.url;
var object = new THREE.CSS3DObject( element );
//fromArray(buffer, offset),从数组的offset位置开始转化为vectorN
object.position.fromArray( side.position );
object.rotation.fromArray( side.rotation );
//cube.add( object );
group.add( object );
}
renderer = new THREE.CSS3DRenderer();
//设置渲染场景的大小
renderer.setSize( window.innerWidth, window.innerHeight );
//将渲染器的DOM元素(即Canvas)添加到HTML中
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
//重新设置相机的宽高比。如果宽高比不对,那么正方形可能就不是正方形了
camera.aspect = window.innerWidth / window.innerHeight;
//更新透视相机的投影矩阵
camera.updateProjectionMatrix();
//重新设置渲染场景的大小
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
//更新设备朝向控制器,这里设备朝向控制器与相机关联,所以也会更新相机的位置和角度。因此这里就不用设置相机的lookAt了。如果设备朝向改变的话,相机会绕着原点旋转
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>