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226 lines
5.0 KiB
HTML
226 lines
5.0 KiB
HTML
2 months ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Scenegraph - Sun Earth</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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color: white;
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font-family: monospace;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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#ui {
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position: absolute;
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right: 1em;
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top: 1em;
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background: rgba(64, 64, 64, 0.8);
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padding: .5em;
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}
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#ui .axisgrid {
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display: flex;
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align-items: center;
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}
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#ui .axisgrid:nth-child(odd) {
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background: rgba(72, 72, 72, 0.8);
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}
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#ui .label {
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width: 8em;
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overflow: hidden;
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text-overflow: ellipsis;
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}
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#ui .checkbox {
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display: flex;
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align-items: center;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="ui"></div>
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</body>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js",
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"three/addons/": "../../examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
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const gui = new GUI();
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const fov = 40;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 1000;
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const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
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camera.position.set( 0, 50, 0 );
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camera.up.set( 0, 0, 1 );
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camera.lookAt( 0, 0, 0 );
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const scene = new THREE.Scene();
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{
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const color = 0xFFFFFF;
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const intensity = 500;
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const light = new THREE.PointLight( color, intensity );
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scene.add( light );
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}
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const objects = [];
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const radius = 1;
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const widthSegments = 6;
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const heightSegments = 6;
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const sphereGeometry = new THREE.SphereGeometry(
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radius, widthSegments, heightSegments );
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const solarSystem = new THREE.Object3D();
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scene.add( solarSystem );
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objects.push( solarSystem );
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const sunMaterial = new THREE.MeshPhongMaterial( { emissive: 0xFFFF00 } );
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const sunMesh = new THREE.Mesh( sphereGeometry, sunMaterial );
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sunMesh.scale.set( 5, 5, 5 );
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solarSystem.add( sunMesh );
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objects.push( sunMesh );
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const earthOrbit = new THREE.Object3D();
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earthOrbit.position.x = 10;
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solarSystem.add( earthOrbit );
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objects.push( earthOrbit );
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const earthMaterial = new THREE.MeshPhongMaterial( { color: 0x2233FF, emissive: 0x112244 } );
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const earthMesh = new THREE.Mesh( sphereGeometry, earthMaterial );
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earthOrbit.add( earthMesh );
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objects.push( earthMesh );
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const moonOrbit = new THREE.Object3D();
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moonOrbit.position.x = 2;
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earthOrbit.add( moonOrbit );
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const moonMaterial = new THREE.MeshPhongMaterial( { color: 0x888888, emissive: 0x222222 } );
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const moonMesh = new THREE.Mesh( sphereGeometry, moonMaterial );
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moonMesh.scale.set( .5, .5, .5 );
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moonOrbit.add( moonMesh );
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objects.push( moonMesh );
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// Turns both axes and grid visible on/off
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// GUI requires a property that returns a bool
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// to decide to make a checkbox so we make a setter
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// can getter for `visible` which we can tell GUI
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// to look at.
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class AxisGridHelper {
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constructor( node, units = 10 ) {
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const axes = new THREE.AxesHelper();
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axes.material.depthTest = false;
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axes.renderOrder = 2; // after the grid
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node.add( axes );
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const grid = new THREE.GridHelper( units, units );
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grid.material.depthTest = false;
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grid.renderOrder = 1;
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node.add( grid );
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this.grid = grid;
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this.axes = axes;
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this.visible = false;
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}
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get visible() {
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return this._visible;
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}
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set visible( v ) {
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this._visible = v;
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this.grid.visible = v;
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this.axes.visible = v;
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}
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}
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function makeAxisGrid( node, label, units ) {
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const helper = new AxisGridHelper( node, units );
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gui.add( helper, 'visible' ).name( label );
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}
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makeAxisGrid( solarSystem, 'solarSystem', 26 );
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makeAxisGrid( sunMesh, 'sunMesh' );
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makeAxisGrid( earthOrbit, 'earthOrbit' );
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makeAxisGrid( earthMesh, 'earthMesh' );
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makeAxisGrid( moonOrbit, 'moonOrbit' );
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makeAxisGrid( moonMesh, 'moonMesh' );
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function resizeRendererToDisplaySize( renderer ) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if ( needResize ) {
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renderer.setSize( width, height, false );
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}
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return needResize;
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}
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function render( time ) {
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time *= 0.001;
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if ( resizeRendererToDisplaySize( renderer ) ) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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objects.forEach( ( obj ) => {
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obj.rotation.y = time;
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} );
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renderer.render( scene, camera );
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requestAnimationFrame( render );
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}
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requestAnimationFrame( render );
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}
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main();
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</script>
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</html>
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