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misc_ubiquity_test.html
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misc_ubiquity_test.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js misc - ubiquity - test</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 {
background-color: #ffffff;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/renderers/SVGRenderer.js"></script>
<script src="js/renderers/SoftwareRenderer.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="obj/Qrcode.js"></script>
<script>
var AMOUNT = 100;
var stats;
var camera, scene;
var canvasRenderer, svgRenderer, softwareRenderer, webglRenderer;
var mesh, group;
init();
animate();
function init() {
var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
camera = new THREE.PerspectiveCamera( 75, width / height, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
scene.autoUpdate = false;
// QRCODE
mesh = new THREE.Mesh( new Qrcode(), new THREE.MeshLambertMaterial( { /*emissive: 0xff0000,*/ vertexColors: THREE.FaceColors } ) );
mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
scene.add( mesh );
// CUBES
var cube = new THREE.BoxGeometry( 100, 100, 100 );
mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: 0x0000ff, opacity: 0.5, transparent: true } ) );
mesh.position.x = 500;
mesh.rotation.x = Math.random();
mesh.rotation.y = Math.random();
mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
scene.add( mesh );
mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
mesh.position.x = 500;
mesh.position.y = 500;
mesh.rotation.x = Math.random();
mesh.rotation.y = Math.random();
mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
scene.add( mesh );
// PLANE
mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
mesh.position.y = -500;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
scene.add( mesh );
// CYLINDER
mesh = new THREE.Mesh( new THREE.CylinderGeometry( 20, 100, 200, 10 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
mesh.position.x = -500;
mesh.rotation.x = - Math.PI / 2;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
scene.add( mesh );
// POLYFIELD
var geometry = new THREE.Geometry();
var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, side: THREE.DoubleSide } );
for ( var i = 0; i < 100; i ++ ) {
var v = new THREE.Vector3(
Math.random() * 1000 - 500,
Math.random() * 1000 - 500,
Math.random() * 1000 - 500
);
var v0 = new THREE.Vector3(
Math.random() * 100 - 50,
Math.random() * 100 - 50,
Math.random() * 100 - 50
);
var v1 = new THREE.Vector3(
Math.random() * 100 - 50,
Math.random() * 100 - 50,
Math.random() * 100 - 50
);
var v2 = new THREE.Vector3(
Math.random() * 100 - 50,
Math.random() * 100 - 50,
Math.random() * 100 - 50
);
v0.add( v );
v1.add( v );
v2.add( v );
var face = new THREE.Face3(
geometry.vertices.push( v0 ) - 1,
geometry.vertices.push( v1 ) - 1,
geometry.vertices.push( v2 ) - 1,
null,
new THREE.Color( Math.random() * 0xffffff )
);
geometry.faces.push( face );
}
geometry.computeFaceNormals();
group = new THREE.Mesh( geometry, material );
group.scale.set( 2, 2, 2 );
scene.add( group );
// SPRITES
var texture = THREE.ImageUtils.loadTexture( 'textures/sprite.png' );
var material = new THREE.SpriteMaterial( { map: texture } );
for ( var i = 0; i < 50; i ++ ) {
var sprite = new THREE.Sprite( material );
sprite.position.x = Math.random() * 1000 - 500;
sprite.position.y = Math.random() * 1000 - 500;
sprite.position.z = Math.random() * 1000 - 500;
sprite.scale.set( 64, 64, 1 );
scene.add( sprite );
}
for ( var i = 0; i < 50; i ++ ) {
var material = new THREE.SpriteMaterial( { color: Math.random() * 0xffffff } );
var sprite = new THREE.Sprite( material );
sprite.position.x = Math.random() * 1000 - 500;
sprite.position.y = Math.random() * 1000 - 500;
sprite.position.z = Math.random() * 1000 - 500;
sprite.scale.set( 64, 64, 1 );
scene.add( sprite );
}
// LIGHTS
var ambient = new THREE.AmbientLight( 0x80ffff );
scene.add( ambient );
var directional = new THREE.DirectionalLight( 0xffff00 );
directional.position.set( - 1, 0.5, 0 );
scene.add( directional );
canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setClearColor( 0xf0f0f0 );
canvasRenderer.setSize( width, height );
document.body.appendChild( canvasRenderer.domElement );
svgRenderer = new THREE.SVGRenderer();
svgRenderer.setClearColor( 0xf0f0f0 );
svgRenderer.setSize( width, height );
svgRenderer.setQuality( 'low' );
document.body.appendChild( svgRenderer.domElement );
softwareRenderer = new THREE.SoftwareRenderer();
softwareRenderer.setClearColor( 0xf0f0f0 );
softwareRenderer.setSize( width, height );
document.body.appendChild( softwareRenderer.domElement );
webglRenderer = new THREE.WebGLRenderer( { antialias: true } );
webglRenderer.setClearColor( 0xf0f0f0 );
webglRenderer.setSize( width, height );
document.body.appendChild( webglRenderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
document.body.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
camera.aspect = width / height;
camera.updateProjectionMatrix();
canvasRenderer.setSize( width, height );
svgRenderer.setSize( width, height );
softwareRenderer.setSize( width, height );
webglRenderer.setSize( width, height );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = Date.now() * 0.0002;
camera.position.x = Math.sin( time ) * 500;
camera.position.z = Math.cos( time ) * 500;
camera.lookAt( scene.position );
group.rotation.x += 0.01;
scene.updateMatrixWorld();
canvasRenderer.render( scene, camera );
svgRenderer.render( scene, camera );
softwareRenderer.render( scene, camera );
webglRenderer.render( scene, camera );
}
</script>
</body>
</html>