<!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>