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misc_controls_map.html
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misc_controls_map.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #ccc;
color: #000;
}
a {
color: #f00;
}
</style>
</head>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - map controls
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import { MapControls } from 'v3d/addons/controls/OrbitControls.js';
let camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new v3d.Scene();
scene.background = new v3d.Color(0xcccccc);
scene.fog = new v3d.FogExp2(0xcccccc, 0.002);
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new v3d.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(400, 200, 0);
// controls
controls = new 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 = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
const geometry = new v3d.BoxGeometry(1, 1, 1);
geometry.translate(0, 0.5, 0);
const material = new v3d.MeshPhongMaterial({ color: 0xffffff, flatShading: true });
for (let i = 0; i < 500; i++) {
const mesh = new v3d.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 = Math.random() * 80 + 10;
mesh.scale.z = 20;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add(mesh);
}
// lights
const dirLight1 = new v3d.DirectionalLight(0xffffff);
dirLight1.position.set(1, 1, 1);
scene.add(dirLight1);
const dirLight2 = new v3d.DirectionalLight(0x002288);
dirLight2.position.set(- 1, -1, -1);
scene.add(dirLight2);
const ambientLight = new v3d.AmbientLight(0x222222);
scene.add(ambientLight);
//
window.addEventListener('resize', onWindowResize);
const gui = new GUI();
gui.add(controls, 'screenSpacePanning');
}
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>