three.js全景

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>three.js webgl - equirectangular panorama</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: #000000;
                margin: 0px;
                overflow: hidden;
            }

            #info {
                position: absolute;
                top: 0px; width: 100%;
                color: #ffffff;
                padding: 5px;
                font-family:Monospace;
                font-size:13px;
                font-weight: bold;
                text-align:center;
            }

            a {
                color: #ffffff;
            }
        </style>
    </head>
    <body>

        <div id="container"></div>
        <div id="info">
            <a href="http://threejs.org" target="_blank">three.js webgl</a> - equirectangular panorama demo. photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank">Jón Ragnarsson</a>.<br />
            drag equirectangular texture into the page.
        </div>

        <script src="../build/three.js"></script>

        <script>

            var camera, scene, renderer;//相机 场景 渲染器

            var isUserInteracting = false,
            onMouseDownMouseX = 0, onMouseDownMouseY = 0,
            lon = 0, onMouseDownLon = 0,
            lat = 0, onMouseDownLat = 0,
            phi = 0, theta = 0;

            init();
            animate();

            function init() {

                var container, mesh;

                container = document.getElementById( 'container' );

                camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );//透视投影照相机
                camera.target = new THREE.Vector3( 0, 0, 0 );//设置相机所看的位置

                scene = new THREE.Scene();//场景

                var geometry = new THREE.SphereGeometry( 500, 60, 40 );//SphereGeometry用来在三维空间内创建一个球体对象.
                geometry.scale( - 1, 1, 1 );

                var material = new THREE.MeshBasicMaterial( { //使用基本材质(BasicMaterial)的物体,渲染后物体的颜色始终为该材质的颜色,不会由于光照产生明暗、阴影效果
                    map: new THREE.TextureLoader().load( 'textures/quanjing1.jpg' )
                } );

                mesh = new THREE.Mesh( geometry, material );//Mesh(图元装配函数)   生成三维物体

                scene.add( mesh );//网格添加到场景中

                renderer = new THREE.WebGLRenderer();//定义渲染器
                renderer.setPixelRatio( window.devicePixelRatio );
                renderer.setSize( window.innerWidth, window.innerHeight );//设定尺寸
                container.appendChild( renderer.domElement );//将场景加入到画面

                document.addEventListener( 'mousedown', onDocumentMouseDown, false );
                document.addEventListener( 'mousemove', onDocumentMouseMove, false );
                document.addEventListener( 'mouseup', onDocumentMouseUp, false );
                document.addEventListener( 'wheel', onDocumentMouseWheel, false );

                //

                document.addEventListener( 'dragover', function ( event ) {

                    event.preventDefault();
                    event.dataTransfer.dropEffect = 'copy';

                }, false );

                document.addEventListener( 'dragenter', function ( event ) {

                    document.body.style.opacity = 0.5;

                }, false );

                document.addEventListener( 'dragleave', function ( event ) {

                    document.body.style.opacity = 1;

                }, false );

                document.addEventListener( 'drop', function ( event ) {

                    event.preventDefault();

                    var reader = new FileReader();
                    reader.addEventListener( 'load', function ( event ) {

                        material.map.image.src = event.target.result;
                        material.map.needsUpdate = true;

                    }, false );
                    reader.readAsDataURL( event.dataTransfer.files[ 0 ] );

                    document.body.style.opacity = 1;

                }, false );

                //

                window.addEventListener( 'resize', onWindowResize, false );

            }

            function onWindowResize() {

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );

            }

            function onDocumentMouseDown( event ) {

                event.preventDefault();

                isUserInteracting = true;

                onPointerDownPointerX = event.clientX;
                onPointerDownPointerY = event.clientY;

                onPointerDownLon = lon;
                onPointerDownLat = lat;

            }

            function onDocumentMouseMove( event ) {

                if ( isUserInteracting === true ) {

                    lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
                    lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;

                }

            }

            function onDocumentMouseUp( event ) {

                isUserInteracting = false;

            }

            function onDocumentMouseWheel( event ) {

                camera.fov += event.deltaY * 0.05;
                camera.updateProjectionMatrix();

            }

            function animate() {

                requestAnimationFrame( animate );
                update();

            }

            function update() {

                if ( isUserInteracting === false ) {

                    lon += 0.1;

                }

                lat = Math.max( - 85, Math.min( 85, lat ) );
                phi = THREE.Math.degToRad( 90 - lat );
                theta = THREE.Math.degToRad( lon );

                camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
                camera.target.y = 500 * Math.cos( phi );
                camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );

                camera.lookAt( camera.target );

                /*
                // distortion
                camera.position.copy( camera.target ).negate();
                */

                renderer.render( scene, camera );

            }

        </script>
    </body>
</html>

posted @ 2016-11-22 15:38  缘琪梦  阅读(2995)  评论(1编辑  收藏  举报