responsive-update-camera.html 2.2 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Responsive update camera</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. height: 100%;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../../build/three.module.js"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three';
  32. function main() {
  33. const canvas = document.querySelector( '#c' );
  34. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  35. const fov = 75;
  36. const aspect = 2; // the canvas default
  37. const near = 0.1;
  38. const far = 5;
  39. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  40. camera.position.z = 2;
  41. const scene = new THREE.Scene();
  42. {
  43. const color = 0xFFFFFF;
  44. const intensity = 3;
  45. const light = new THREE.DirectionalLight( color, intensity );
  46. light.position.set( - 1, 2, 4 );
  47. scene.add( light );
  48. }
  49. const boxWidth = 1;
  50. const boxHeight = 1;
  51. const boxDepth = 1;
  52. const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
  53. function makeInstance( geometry, color, x ) {
  54. const material = new THREE.MeshPhongMaterial( { color } );
  55. const cube = new THREE.Mesh( geometry, material );
  56. scene.add( cube );
  57. cube.position.x = x;
  58. return cube;
  59. }
  60. const cubes = [
  61. makeInstance( geometry, 0x44aa88, 0 ),
  62. makeInstance( geometry, 0x8844aa, - 2 ),
  63. makeInstance( geometry, 0xaa8844, 2 ),
  64. ];
  65. function render( time ) {
  66. time *= 0.001;
  67. const canvas = renderer.domElement;
  68. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  69. camera.updateProjectionMatrix();
  70. cubes.forEach( ( cube, ndx ) => {
  71. const speed = 1 + ndx * .1;
  72. const rot = time * speed;
  73. cube.rotation.x = rot;
  74. cube.rotation.y = rot;
  75. } );
  76. renderer.render( scene, camera );
  77. requestAnimationFrame( render );
  78. }
  79. requestAnimationFrame( render );
  80. }
  81. main();
  82. </script>
  83. </html>