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  • 【three.js练习程序】旋转物体自身

    <!DOCTYPE html>
    <html>
    <head>
        <meta charset="utf-8">
        <title>ceshi</title>
        <script type="text/javascript" src=".uild	hree.js"></script>
        <style>
            body
            {
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
        <!-- 作为Three.js渲染器输出元素 -->
        <div id="WebGL-output">
        </div>
        <!-- 第一个 Three.js 样例代码 -->
        <script type="text/javascript">
    
    
            var cube = new Array(100);
            var rotx = new Array(100);
            var roty = new Array(100);
            var rotz = new Array(100);
            var camera, scene, renderer;
            var id = null;
            var fov = 45;
            var near = 0.1;
            var far = 1000;
            init();
    
            function init() {
    
                scene = new THREE.Scene();
    
                camera = new THREE.PerspectiveCamera(fov, window.innerWidth / window.innerHeight, near, far);
    
                camera.position.x = 100;
                camera.position.y = 100;
                camera.position.z = 100;
                camera.lookAt(scene.position);
    
                //创建一个WebGL渲染器并设置其大小
                renderer = new THREE.WebGLRenderer();
                renderer.setClearColor(new THREE.Color(0x000000));
                renderer.setSize(window.innerWidth, window.innerHeight);
    
                var axes = new THREE.AxisHelper(200);
                scene.add(axes);
    
                for (var i = 0; i < 100; i++) {
                    var geometry = new THREE.BoxGeometry(5, 5, 5);
                    for (var j = 0; j < geometry.faces.length; j += 2) {
                        var hex = Math.random() * 0xffffff;
                        geometry.faces[j].color.setHex(hex);
                        geometry.faces[j + 1].color.setHex(hex);
                    }
    
                    rotx[i] = Math.random() * 0.005;
                    roty[i] = Math.random() * 0.005;
                    rotz[i] = Math.random() * 0.005;
                    var material = new THREE.MeshBasicMaterial({ vertexColors: 0xff0000 });
                    cube[i] = new THREE.Mesh(geometry, material);
    
                    cube[i].position.x = Math.random() * 100 - 50;
                    cube[i].position.y = Math.random() * 100 - 50;
                    cube[i].position.z = Math.random() * 100 - 50;
                    cube[i].receiveShadow = true;
                    scene.add(cube[i]);
                    id = setInterval(render, 33);
                }
    
                document.addEventListener('mousewheel', mousewheel, false);
    
            }
            function render() {
                for (var i = 0; i < 100; i++) 
                {
                    cube[i].rotation.x += rotx[i];
                    cube[i].rotation.y += roty[i];
                    cube[i].rotation.z += rotz[i];
                }
    
               renderer.render(scene, camera);
            }
    
            function mousewheel(e) {
                e.preventDefault();
                //e.stopPropagation();  
                if (e.wheelDelta) {  //判断浏览器IE,谷歌滑轮事件  
                    if (e.wheelDelta > 0) { //当滑轮向上滚动时  
                        fov -= (near < fov ? 1 : 0);
                    }
                    if (e.wheelDelta < 0) { //当滑轮向下滚动时  
                        fov += (fov < far ? 1 : 0);
                    }
                } else if (e.detail) {  //Firefox滑轮事件  
                    if (e.detail > 0) { //当滑轮向上滚动时  
                        fov -= 1;
                    }
                    if (e.detail < 0) { //当滑轮向下滚动时  
                        fov += 1;
                    }
                }
                camera.fov = fov;
                camera.updateProjectionMatrix();
                renderer.render(scene, camera);
    
            }
    
            document.getElementById("WebGL-output").appendChild(renderer.domElement);
       
    
        </script>
    </body>
    </html>

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  • 原文地址:https://www.cnblogs.com/tiandsp/p/8449472.html
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