THREE.js代码备份——canvas - lines - colors(希尔伯特曲线3D、用HSL设置线颜色)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - lines - colors</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; } a { color:#0078ff; } #info { position: absolute; top: 10px; width: 100%; color: #ffffff; padding: 5px; font-family: Monospace; font-size: 13px; text-align: center; z-index:100; } a { color: orange; text-decoration: none; } a:hover { color: #0080ff; } </style> </head> <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - color lines [<a href="http://en.wikipedia.org/wiki/Hilbert_curve">Hilbert curve</a> thanks to <a href="http://www.openprocessing.org/visuals/?visualID=15599">Thomas Diewald</a>] </div> <script src="../build/three.js"></script> <script src="js/renderers/Projector.js"></script> <script src="js/renderers/CanvasRenderer.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script src="js/geometries/hilbert3D.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var mouseX = 0, mouseY = 0, windowHalfX = window.innerWidth / 2, windowHalfY = window.innerHeight / 2, camera, scene, renderer, material; var zoom=20; var line; init(); animate(); function init() { var i, container; container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.z = 500; scene = new THREE.Scene(); renderer = new THREE.CanvasRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); var geometry3 = new THREE.Geometry(), points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 2, 0, 1, 2, 3, 4, 5, 6, 7 ), //起点,范围,迭代次数。 colors3 = []; for ( i = 0; i < points.length; i ++ ) { geometry3.vertices.push( points[ i ] ); colors3[ i ] = new THREE.Color( 0xffffff ); colors3[ i ].setHSL( i / points.length, 1.0, 0.5 ); } geometry3.colors = colors3; // lines material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } ); var p, scale = 0.3, d = 225; line = new THREE.Line(geometry3, material ); line.scale.x = line.scale.y = line.scale.z = scale*1.5; line.position.x = 0; line.position.y = 0; line.position.z = 0; scene.add( line ); // stats = new Stats(); //container.appendChild( stats.dom ); // document.addEventListener( 'mousemove', onDocumentMouseMove, false ); document.addEventListener( 'touchstart', onDocumentTouchStart, false ); document.addEventListener( 'touchmove', onDocumentTouchMove, false ); document.addEventListener( 'mousewheel', onMouseWheel, false); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { windowHalfX = window.innerWidth / 2; windowHalfY = window.innerHeight / 2; camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } // function onDocumentMouseMove( event ) { mouseX = event.clientX - windowHalfX; mouseY = event.clientY - windowHalfY; } function onMouseWheel(event){ if(event.wheelDelta > 0){ //前滚 camera.position.z-=zoom; }else { camera.position.z+=zoom; } } function onDocumentTouchStart( event ) { if ( event.touches.length > 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; mouseY = event.touches[ 0 ].pageY - windowHalfY; } } function onDocumentTouchMove( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; mouseY = event.touches[ 0 ].pageY - windowHalfY; } } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { camera.position.x += ( +mouseX - camera.position.x ) *0.05 ; camera.position.y += ( -mouseY + 200 - camera.position.y )*0.05 ; camera.lookAt( scene.position ); var time = Date.now() * 0.0005; // for ( var i = 0; i < scene.children.length; i ++ ) { // // var object = scene.children[ i ]; // if ( object instanceof THREE.Line ) object.rotation.y = time * ( i % 2 ? 1 : -1 ); // // } line.rotation.y+=0.01; //代替上一段代码旋转 renderer.render(scene, camera ); } </script> </body> </html>