Three.js Example 注解 —— css3d_panorama.html

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</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>
		<!-- 
		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 demo. 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;
			var target = new THREE.Vector3();

			var lon = 90, lat = 0;
			var phi = 0, theta = 0;

			var touchX, touchY;

			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 );

				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 ]
					}
				];
*/
				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 );
					scene.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 );

				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
				document.addEventListener( 'wheel', onDocumentMouseWheel, false );

				//注意:触摸事件比鼠标事件少了一个touchend,因为暂不存在不放开手指的情况
				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
				document.addEventListener( 'touchmove', onDocumentTouchMove, false );

				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 onDocumentMouseDown( event ) {
				//通知 Web 浏览器不要执行与事件关联的默认动作
				event.preventDefault();
				//在鼠标按下时监听鼠标移动和鼠标弹起事件,避免捕获不必要的事件浪费资源
				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
				document.addEventListener( 'mouseup', onDocumentMouseUp, false );
			}

			function onDocumentMouseMove( event ) {
				//currentEvent.movementX 是两个鼠标移动事件间隔时间中当中鼠标移动的相对坐标( currentEvent.screenX - previousEvent.screenX )
				var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
				var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;

				lon -= movementX * 0.1;
				lat += movementY * 0.1;
			}

			function onDocumentMouseUp( event ) {
				//鼠标弹起时移除不必要的事件
				document.removeEventListener( 'mousemove', onDocumentMouseMove );
				document.removeEventListener( 'mouseup', onDocumentMouseUp );
			}

			function onDocumentMouseWheel( event ) {
				//delta可以获取鼠标滚轮的方向和速度。如果delta的值是负的,那么滚轮就是向下滚动,正的就是向上。deltaX, deltaY分别是滚轮滚动的坐标值
				camera.fov += event.deltaY * 0.05;
				
				//这里要设置一个视场范围,过大或过小的视场都会导致显示异常
				camera.fov = Math.max(10, camera.fov);
				camera.fov = Math.min(120, camera.fov);
				
				//更新相机的投影矩阵
				camera.updateProjectionMatrix();
			}

			function onDocumentTouchStart( event ) {
				event.preventDefault();

				var touch = event.touches[ 0 ];

				touchX = touch.screenX;
				touchY = touch.screenY;
			}

			function onDocumentTouchMove( event ) {
				event.preventDefault();

				var touch = event.touches[ 0 ];

				lon -= ( touch.screenX - touchX ) * 0.1;
				lat += ( touch.screenY - touchY ) * 0.1;

				touchX = touch.screenX;
				touchY = touch.screenY;
			}

			function animate() {
				requestAnimationFrame( animate );

				lon +=  0.1;
				//设置仰俯角范围[-85,85]
				lat = Math.max( - 85, Math.min( 85, lat ) );
				//THREE.Math.degToRad将角度转换成弧度
				phi = THREE.Math.degToRad( 90 - lat );
				theta = THREE.Math.degToRad( lon );

				//相机注视的点是单位球上的一点,这是一个方向向量
				target.x = Math.sin( phi ) * Math.cos( theta );
				target.y = Math.cos( phi );
				target.z = Math.sin( phi ) * Math.sin( theta );

				camera.lookAt( target );

				renderer.render( scene, camera );
			}
		</script>
	</body>
</html>
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