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earthquake_3d_viewer_front/three/manual/examples/multiple-scenes-v1.html

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<!-- 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 - Multiple Scenes - v1</title>
<style>
#c {
position: fixed;
left: 0;
top: 0;
width: 100%;
height: 100%;
display: block;
z-index: -1;
}
.diagram {
display: inline-block;
width: 5em;
height: 3em;
}
.left {
float: left;
margin-right: .25em;
}
.right {
float: right;
margin-left: .25em;
}
p {
margin: 1em auto;
max-width: 500px;
font-size: xx-large;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<p>
<span id="box" class="diagram left"></span>
I love boxes. Presents come in boxes.
When I find a new box I'm always excited to find out what's inside.
</p>
<p>
<span id="pyramid" class="diagram right"></span>
When I was a kid I dreamed of going on an expedition inside a pyramid
and finding a undiscovered tomb full of mummies and treasure.
</p>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas, alpha: true } );
function makeScene( elem ) {
const scene = new THREE.Scene();
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 1, 2 );
camera.lookAt( 0, 0, 0 );
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
return { scene, camera, elem };
}
function setupScene1() {
const sceneInfo = makeScene( document.querySelector( '#box' ) );
const geometry = new THREE.BoxGeometry( 1, 1, 1 );
const material = new THREE.MeshPhongMaterial( { color: 'red' } );
const mesh = new THREE.Mesh( geometry, material );
sceneInfo.scene.add( mesh );
sceneInfo.mesh = mesh;
return sceneInfo;
}
function setupScene2() {
const sceneInfo = makeScene( document.querySelector( '#pyramid' ) );
const radius = .8;
const widthSegments = 4;
const heightSegments = 2;
const geometry = new THREE.SphereGeometry( radius, widthSegments, heightSegments );
const material = new THREE.MeshPhongMaterial( {
color: 'blue',
flatShading: true,
} );
const mesh = new THREE.Mesh( geometry, material );
sceneInfo.scene.add( mesh );
sceneInfo.mesh = mesh;
return sceneInfo;
}
const sceneInfo1 = setupScene1();
const sceneInfo2 = setupScene2();
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 renderSceneInfo( sceneInfo ) {
const { scene, camera, elem } = sceneInfo;
// get the viewport relative position of this element
const { left, right, top, bottom, width, height } =
elem.getBoundingClientRect();
const isOffscreen =
bottom < 0 ||
top > renderer.domElement.clientHeight ||
right < 0 ||
left > renderer.domElement.clientWidth;
if ( isOffscreen ) {
return;
}
camera.aspect = width / height;
camera.updateProjectionMatrix();
const positiveYUpBottom = renderer.domElement.clientHeight - bottom;
renderer.setScissor( left, positiveYUpBottom, width, height );
renderer.setViewport( left, positiveYUpBottom, width, height );
renderer.render( scene, camera );
}
function render( time ) {
time *= 0.001;
resizeRendererToDisplaySize( renderer );
renderer.setScissorTest( false );
renderer.clear( true, true );
renderer.setScissorTest( true );
sceneInfo1.mesh.rotation.y = time * .1;
sceneInfo2.mesh.rotation.y = time * .1;
renderSceneInfo( sceneInfo1 );
renderSceneInfo( sceneInfo2 );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>