webgl_interactive_cubes.html
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - map controls</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: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
box-sizing: border-box;
}
a {
color: red;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - map controls example
</div>
<script src="js/three.js"></script>
<script src="js/controls/MapControls.js"></script>
<script src="js/controls/DragControls.js"></script>
<script src="js/WebGL.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
// scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 ); // 雾
var objects = [];
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
//camera.up.x = 0;
//camera.up.y = 0;
//camera.up.z = 1;//相机以Z方向为上方
/*
* x:0
* y:1000
* z:0
*/
camera.position.set( 0, 1000, 0 ); // 摄像机的位置
// controls
controls = new THREE.MapControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.25; // 旋转灵敏度
controls.screenSpacePanning = false;
controls.minDistance = 0;
controls.maxDistance = 2000;
controls.maxPolarAngle = Math.PI / 2;
// 地板图
var loader = new THREE.TextureLoader();
loader.load("js/img/aaaaaa.png", function(texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(1, 1); // 图片排列
var floorGeometry = new THREE.BoxGeometry(3875, 1746, 1); // 平面大小
var floorMaterial = new THREE.MeshBasicMaterial({
map : texture,
side : THREE.DoubleSide
});
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = 1;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
});
// world
var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
geometry.translate( 0, 0.5, 0 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
var diban = new THREE.Mesh( geometry, material );
for ( var i = 0; i < 500; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 1600 - 800;
mesh.position.y = 0;
mesh.position.z = Math.random() * 1600 - 800;
mesh.scale.x = 20;
mesh.scale.y = 50;
mesh.scale.z = 20;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
mesh.name = "Jinold" + i;
scene.add( mesh );
objects.push( mesh );
}
// lights
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
var light = new THREE.DirectionalLight( 0x002288 );
light.position.set( - 1, - 1, - 1 );
scene.add( light );
var light = new THREE.AmbientLight( 0x222222 );
scene.add( light );
//
window.addEventListener( 'resize', onWindowResize, false );
var gui = new dat.GUI();
gui.add( controls, 'screenSpacePanning' );
//
var dragControls = new THREE.DragControls( objects, camera, renderer.domElement );
dragControls.addEventListener( 'dragstart', function (event) {
// alert(event.object.name)
event.object.material.emissive.Color = 0xff00ff
controls.enabled = false;
} );
dragControls.addEventListener( 'dragend', function (event) {
controls.enabled = true;
} );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>