You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/manual/examples/billboard-trees-static-bill...

241 lines
5.5 KiB
HTML

<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Billboard Trees Static Billboards</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 1000;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 2, 5 );
const controls = new OrbitControls( camera, canvas );
controls.target.set( 0, 2, 0 );
controls.minPolarAngle = 0;
controls.maxPolarAngle = Math.PI / 2;
controls.update();
const scene = new THREE.Scene();
function addLight( position ) {
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( ...position );
scene.add( light );
scene.add( light.target );
}
addLight( [ - 3, 1, 1 ] );
addLight( [ 2, 1, .5 ] );
const trunkRadius = .2;
const trunkHeight = 1;
const trunkRadialSegments = 12;
const trunkGeometry = new THREE.CylinderGeometry(
trunkRadius, trunkRadius, trunkHeight, trunkRadialSegments );
const topRadius = trunkRadius * 4;
const topHeight = trunkHeight * 2;
const topSegments = 12;
const topGeometry = new THREE.ConeGeometry(
topRadius, topHeight, topSegments );
const trunkMaterial = new THREE.MeshPhongMaterial( { color: 'brown' } );
const topMaterial = new THREE.MeshPhongMaterial( { color: 'green' } );
function makeTree( x, z ) {
const root = new THREE.Object3D();
const trunk = new THREE.Mesh( trunkGeometry, trunkMaterial );
trunk.position.y = trunkHeight / 2;
root.add( trunk );
const top = new THREE.Mesh( topGeometry, topMaterial );
top.position.y = trunkHeight + topHeight / 2;
root.add( top );
root.position.set( x, 0, z );
scene.add( root );
return root;
}
function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
camera.position.copy( boxCenter );
camera.position.z += distance;
// pick some near and far values for the frustum that
// will contain the box.
camera.near = boxSize / 100;
camera.far = boxSize * 100;
camera.updateProjectionMatrix();
}
function makeSpriteTexture( textureSize, obj ) {
const rt = new THREE.WebGLRenderTarget( textureSize, textureSize );
const aspect = 1; // because the render target is square
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
scene.add( obj );
// compute the box that contains obj
const box = new THREE.Box3().setFromObject( obj );
const boxSize = box.getSize( new THREE.Vector3() );
const boxCenter = box.getCenter( new THREE.Vector3() );
// set the camera to frame the box
const fudge = 1.1;
const size = Math.max( ...boxSize.toArray() ) * fudge;
frameArea( size, size, boxCenter, camera );
renderer.autoClear = false;
renderer.setRenderTarget( rt );
renderer.render( scene, camera );
renderer.setRenderTarget( null );
renderer.autoClear = true;
scene.remove( obj );
return {
offset: boxCenter.multiplyScalar( fudge ),
scale: size,
texture: rt.texture,
};
}
// make billboard texture
const tree = makeTree( 0, 0 );
const facadeSize = 64;
const treeSpriteInfo = makeSpriteTexture( facadeSize, tree );
function makeSprite( spriteInfo, x, z ) {
const { texture, offset, scale } = spriteInfo;
const mat = new THREE.SpriteMaterial( {
map: texture,
transparent: true,
} );
const sprite = new THREE.Sprite( mat );
scene.add( sprite );
sprite.position.set(
offset.x + x,
offset.y,
offset.z + z );
sprite.scale.set( scale, scale, scale );
}
for ( let z = - 50; z <= 50; z += 10 ) {
for ( let x = - 50; x <= 50; x += 10 ) {
makeSprite( treeSpriteInfo, x, z );
}
}
scene.background = new THREE.Color( 'lightblue' );
{
const size = 400;
const geometry = new THREE.PlaneGeometry( size, size );
const material = new THREE.MeshPhongMaterial( { color: 'gray' } );
const mesh = new THREE.Mesh( geometry, material );
mesh.rotation.x = Math.PI * - 0.5;
scene.add( mesh );
}
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render() {
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>