//https://github.com/mrdoob/three.js/blob/master/examples/webgl_interactive_cubes_ortho.html
// template is blank
// define your own Three.js World here
AB.loadCSS ( '/uploads/threeport/main.css' );
// use JS to make HTML elements too:
AB.newDiv ( "container" );
// template is blank
// define your own Three.js World here
import * as THREE from '/api/threemodule/libs/three.module.js';
import Stats from 'uploads/threeport/stats.module.js';
let container, stats;
let camera, scene, raycaster, renderer;
let theta = 0;
let INTERSECTED;
const pointer = new THREE.Vector2();
const radius = 500;
const frustumSize = 1000;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 1, 1000 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
const geometry = new THREE.BoxGeometry( 20, 20, 20 );
for ( let i = 0; i < 2000; i ++ ) {
const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() + 0.5;
object.scale.y = Math.random() + 0.5;
object.scale.z = Math.random() + 0.5;
scene.add( object );
}
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
document.addEventListener( 'pointermove', onPointerMove );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const aspect = window.innerWidth / window.innerHeight;
camera.left = - frustumSize * aspect / 2;
camera.right = frustumSize * aspect / 2;
camera.top = frustumSize / 2;
camera.bottom = - frustumSize / 2;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onPointerMove( event ) {
pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
theta += 0.1;
camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
camera.lookAt( scene.position );
camera.updateMatrixWorld();
// find intersections
raycaster.setFromCamera( pointer, camera );
const intersects = raycaster.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0xff0000 );
}
} else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
}
renderer.render( scene, camera );
}