three实现三维宇宙星系星河效果代码

代码语言:html

所属分类:三维

代码描述:three实现三维宇宙星系星河效果代码

代码标签: three 三维 宇宙 星系 星河

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
<style>
html,body{background:#112;color:#fff;margin:0;padding:0;overflow:hidden}#scene{position:absolute;width:100%;height:100%;overflow:hidden;top:0}
</style>
</head>

<body>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script>
    <div id="scene"></div>

<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.75.js"></script>
    <script >

// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
//    Orbit - left mouse / touch: one finger move
//    Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
//    Pan - right mouse, or arrow keys / touch: three finger swipe

THREE.OrbitControls = function (object, domElement) {

  this.object = object;

  this.domElement = domElement !== undefined ? domElement : document;

  // Set to false to disable this control
  this.enabled = true;

  // "target" sets the location of focus, where the object orbits around
  this.target = new THREE.Vector3();

  // How far you can dolly in and out ( PerspectiveCamera only )
  this.minDistance = 0;
  this.maxDistance = Infinity;

  // How far you can zoom in and out ( OrthographicCamera only )
  this.minZoom = 0;
  this.maxZoom = Infinity;

  // How far you can orbit vertically, upper and lower limits.
  // Range is 0 to Math.PI radians.
  this.minPolarAngle = 0; // radians
  this.maxPolarAngle = Math.PI; // radians

  // How far you can orbit horizontally, upper and lower limits.
  // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
  this.minAzimuthAngle = -Infinity; // radians
  this.maxAzimuthAngle = Infinity; // radians

  // Set to true to enable damping (inertia)
  // If damping is enabled, you must call controls.update() in your animation loop
  this.enableDamping = false;
  this.dampingFactor = 0.25;

  // This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
  // Set to false to disable zooming
  this.enableZoom = true;
  this.zoomSpeed = 1.0;

  // Set to false to disable rotating
  this.enableRotate = true;
  this.rotateSpeed = 1.0;

  // Set to false to disable panning
  this.enablePan = true;
  this.keyPanSpeed = 7.0; // pixels moved per arrow key push

  // Set to true to automatically rotate around the target
  // If auto-rotate is enabled, you must call controls.update() in your animation loop
  this.autoRotate = false;
  this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60

  // Set to false to disable use of the keys
  this.enableKeys = true;

  // The four arrow keys
  this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };

  // Mouse buttons
  this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };

  // for reset
  this.target0 = this.target.clone();
  this.position0 = this.object.position.clone();
  this.zoom0 = this.object.zoom;

  //
  // public methods
  //

  this.getPolarAngle = function () {

    return spherical.phi;

  };

  this.getAzimuthalAngle = function () {

    return spherical.theta;

  };

  this.reset = function () {

    scope.target.copy(scope.target0);
    scope.object.position.copy(scope.position0);
    scope.object.zoom = scope.zoom0;

    scope.object.updateProjectionMatrix();
    scope.dispatchEvent(changeEvent);

    scope.update();

    state = STATE.NONE;

  };

  // this method is exposed, but perhaps it would be better if we can make it private...
  this.update = function () {

    var offset = new THREE.Vector3();

    // so camera.up is the orbit axis
    var quat = new THREE.Quaternion().setFromUnitVectors(object.up, new THREE.Vector3(0, 1, 0));
    var quatInverse = quat.clone().inverse();

    var lastPosition = new THREE.Vector3();
    var lastQuaternion = new THREE.Quaternion();

    return function update() {

      var position = scope.object.position;

      offset.copy(position).sub(scope.target);

      // rotate offset to "y-axis-is-up" space
      offset.applyQuaternion(quat);

      // angle from z-axis around y-axis
      spherical.setFromVector3(offset);

      if (scope.autoRotate && state === STATE.NONE) {

        rotateLeft(getAutoRotationAngle());

      }

      spherical.theta += sphericalDelta.theta;
      spherical.phi += sphericalDelta.phi;

      // restrict theta to be between desired limits
      spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta));

      // restrict phi to be between desired limits
      spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi));

      spherical.makeSafe();


      spherical.radius *= scale;

      // restrict radius to be between desired limits
      spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius));

      // move target to panned location
      scope.target.add(panOffset);

      offset.setFromSpherical(spherical);

      // rotate offset back to "camera-up-vector-is-up" space
      offset.applyQuaternion(quatInverse);

      position.copy(scope.target).add(offset);

      scope.object.lookAt(scope.target);

      if (scope.enableDamping === true) {

        sphericalDelta.theta *= 1 - scope.dampingFactor;
        sphericalDelta.phi *= 1 - scope.dampingFactor;

      } else {

        sphericalDelta.set(0, 0, 0);

      }

      scale = 1;
      panOffset.set(0, 0, 0);

      // update condition is:
      // min(camera displacement, camera rotation in radians)^2 > EPS
      // using small-angle approximation cos(x/2) = 1 - x^2 / 8

      if (zoomChanged ||
      lastPosition.distanceToSquared(scope.object.position) > EPS ||
      8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) {

        scope.dispatchEvent(changeEvent);

        lastPosition.copy(scope.object.position);
        lastQuaternion.copy(scope.object.quaternion);
        zoomChanged = false;

        return true;

      }

      return false;

    };

  }();

  this.dispose = function () {

    scope.domElement.removeEventListener('contextmenu', onContextMenu, false);
    scope.domElement.removeEventListener('mousedown', onMouseDown, false);
    scope.domElement.removeEventListener('wheel', onMouseWheel, false);

    scope.domElement.removeEventListener('touchstart', onTouchStart, false);
    scope.domElement.removeEventListener('touchend', onTouchEnd, false);
    scope.domElement.removeEventListener('touchmove', onTouchMove, false);

    document.removeEventListener('mousemove', onMouseMove, false);
    document.removeEventListener('mouseup', onMouseUp, false);

    window.removeEventListener('keydown', onKeyDown, false);

    //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?

  };

  //
  // internals
  //

  var scope = this;

  var changeEvent = { type: 'change' };
  var startEvent = { type: 'start' };
  var endEvent = { type: 'end' };

  var STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };

  var state = STATE.NONE;

  var EPS = 0.000001;

  // current position in spherical coordinates
  var spherical = new THREE.Spherical();
  var sphericalDelta = new THREE.Spherical();

  var scale = 1;
  var panOffset = new THREE.Vector3();
  var zoomChanged = false;

  var rotateStart = new THREE.Vector2();
  var rotateEnd = new THREE.Vector2();
  var rotateDelta = new THREE.Vector2();

  var panStart = new THREE.Vector2();
  var panEnd = new THREE.Vector2();
  var panDelta = new THREE.Vector2();

  var dollyStart = new THREE.Vector2();
  var dollyEnd = new THREE.Vector2();
  var dollyDelta = new THREE.Vector2();

  function getAutoRotationAngle() {

    return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;

  }

  function getZoomScale() {

    return Math.pow(0.95, scope.zoomSpeed);

  }

  function rotateLeft(angle) {

    sphericalDelta.theta -= angle;

  }

  function rotateUp(angle) {

    sphericalDelta.phi -= angle;

  }

  var panLeft = function () {

    var v = new THREE.Vector3();

    return function panLeft(distance, objectMatrix) {

      v.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix
      v.multiplyScalar(-distance);

      panOffset.add(v);

    };

  }();

  var panUp = function () {

    var v = new THREE.Vector3();

    return function panUp(distance, objectMatrix) {

      v.setFromMatrixColumn(objectMatrix, 1); // get Y column of objectMatrix
      v.multiplyScalar(distance);

      panOffset.add(v);

    };

  }();

  // deltaX and deltaY are in pixels; right and down are positive
  var pan = function () {

    var offset = new THREE.Vector3();

    return function pan(deltaX, deltaY) {

      var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

      if (scope.object instanceof THREE.PerspectiveCamera) {

        // perspective
        var position = scope.object.position;
        offset.copy(position).sub(scope.target);
        var targetDistance = offset.length();

        // half of the fov is center to top of screen
        targetDistance *= Math.tan(scope.object.fov / 2 * Math.PI / 180.0);

        // we actually don't use screenWidth, since perspective camera is fixed to screen height
        panLeft(2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix);
        panUp(2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix);

      } else if (scope.object instanceof THREE.OrthographicCamera) {

        // orthographic
        panLeft(deltaX * (scope.object.right - scope.object.left) / scope.object.zoom / element.clientWidth, scope.object.matrix);
        panUp(deltaY * (scope.object.top - scope.object.bottom) / scope.object.zoom / element.clientHeight, scope.object.matrix);

      } else {

        // camera neither orthographic nor perspective
        console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.');
        scope.enablePan = false;

      }

    };

  }();

  function dollyIn(dollyScale) {

    if (scope.object instanceof THREE.PerspectiveCamera) {

      scale /= dollyScale;

    } else if (scope.object instanceof THREE.OrthographicCamera) {

      scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale));
      scope.object.updateProjectionMatrix();
      zoomChanged = true;

    } else {

      console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.');
      scope.enableZoom = false;

    }

  }

  function dollyOut(dollyScale) {

    if (scope.object instanceof THREE.PerspectiveCamera) {

      scale *= dollyScale;

    } else if (scope.object instanceof THREE.OrthographicCamera) {

      scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale));
      scope.object.updateProjectionMatrix();
      zoomChanged = true;

    } else {

      console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.');
      scope.enableZoom = false;

    }

  }

  //
  // event callbacks - update the object state
  //

  function handleMouseDownRotate(event) {

    //console.log( 'handleMouseDownRotate' );

    rotateStart.set(event.clientX, event.clientY);

  }

  function handleMouseDownDolly(event) {

    //console.log( 'handleMouseDownDolly' );

    dollyStart.set(event.clientX, event.clientY);

  }

  function handleMouseDownPan(event) {

    //console.log( 'handleMouseDownPan' );

    panStart.set(event.clientX, event.clientY);

  }

  function handleMouseMoveRotate(event) {

    //console.log( 'handleMouseMoveRotate' );

    rotateEnd.set(event.clientX, event.clientY);
    rotateDelta.subVectors(rotateEnd, rotateStart);

    var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

    // rotating across whole screen goes 360 degrees around
    rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);

    // rotating up and down along whole screen attempts to go 360, but limited to 180
    rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);

    rotateStart.copy(rotateEnd);

    scope.update();

  }

  function handleMouseMoveDolly(event) {

    //console.log( 'handleMouseMoveDolly' );

    dollyEnd.set(event.clientX, event.clientY);

    dollyDelta.subVectors(dollyEnd, dollyStart);

    if (dollyDelta.y > 0) {

      dollyIn(getZoomScale());

    } else if (dollyDelta.y < 0) {

      dollyOut(getZoomScale());

    }

    dollyStart.copy(dollyEnd);

    scope.update();

  }

  function handleMouseMovePan(event) {

    //console.log( 'handleMouseMovePan' );

    panEnd.set(event.clientX, event.clientY);

    panDelta.subVectors(panEnd, panStart);

    pan(panDelta.x, panDelta.y);

    panStart.copy(panEnd);

    scope.update();

  }

  function handleMouseUp(event) {

    // console.log( 'handleMouseUp' );

  }

  function handleMouseWheel(event) {

    // console.log( 'handleMouseWheel' );

    if (event.deltaY < 0) {

      dollyOut(getZoomScale());

    } else if (event.deltaY > 0) {

      dollyIn(getZoomScale());

    }

    scope.update();

  }

  function handleKeyDown(event) {

    //console.log( 'handleKeyDown' );

    switch (event.keyCode) {

      case scope.keys.UP:
        pan(0, scope.keyPanSpeed);
        scope.update();
        break;

      case scope.keys.BOTTOM:
        pan(0, -scope.keyPanSpeed);
        scope.update();
        break;

      case scope.keys.LEFT:
        pan(scope.keyPanSpeed, 0);
        scope.update();
        break;

      case scope.keys.RIGHT:
        pan(-scope.keyPanSpeed, 0);
        scope.update();
        break;}



  }

  function handleTouchStartRotate(event) {

    //console.log( 'handleTouchStartRotate' );

    rotateStart.set(event.touches[0].pageX, event.touches[0].pageY);

  }

  function handleTouchStartDolly(event) {

    //console.log( 'handleTouchStartDolly' );

    var dx = event.touches[0].pageX - event.touches[1].pageX;
    var dy = event.touches[0].pageY - event.touches[1].pageY;

    var distance = Math.sqrt(dx * dx + dy * dy);

    dollyStart.set(0, distance);

  }

  function handleTouchStartPan(event) {

    //console.log( 'handleTouchStartPan' );

    panStart.set(event.touches[0].pageX, event.touches[0].pageY);

  }

  function handleTouchMoveRotate(event) {

    //console.log( 'handleTouchMoveRotate' );

    rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);
    rotateDelta.subVectors(rotateEnd, rotateStart);

    var element = scope.domElement === document ? scope.domElement.body : scope.domElement;

    // rotating across whole screen goes 360 degrees around
    rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);

    // rotating up and down along whole screen attempts to go 360, but limited to 180
    rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);

    rotateStart.copy(rotateEnd);

    scope.update();

  }

  function handleTouchMoveDolly(event) {

    //console.log( 'handleTouchMoveDolly' );

    var dx = event.touches[0].pageX - event.touches[1].pageX;
    var dy = event.touches[0].pageY - event.touches[1].pageY;

    var distance = Math.sqrt(dx * dx + dy * dy);

    dollyEnd.set(0, distance);

    dollyDelta.subVectors(dollyEnd, dollyStart);

    if (dollyDelta.y > 0) {

      dollyOut(getZoomScale());

    } else if (dollyDelta.y < 0) {

      dollyIn(getZoomScale());

    }

    dollyStart.copy(dollyEnd);

    scope.update();

  }

  function handleTouchMovePan(event) {

    //console.log( 'handleTouchMovePan' );

    panEnd.set(event.touches[0].pageX, event.touches[0].pageY);

    panDelta.subVectors(panEnd, panStart);

    pan(panDelta.x, panDelta.y);

    panStart.copy(panEnd);

    scope.update();

  }

  function handleTouchEnd(event) {

    //console.log( 'handleTouchEnd' );

  }

  //
  // event handlers - FSM: listen for events and reset state
  //

  function onMouseDown(event) {

    if (scope.enabled === false) return;

    event.preventDefault();

    if (event.button === scope.mouseButtons.ORBIT) {

      if (scope.enableRotate === false) return;

      handleMouseDownRotate(event);

      state = STATE.ROTATE;

    } else if (event.button === scope.mouseButtons.ZOOM) {

      if (scope.enableZoom === false) return;

      handleMouseDownDolly(event);

      state = STATE.DOLLY;

    } else if (event.button === scope.mouseButtons.PAN) {

      if (scope.enablePan === false) return;

      handleMouseDownPan(event);

      state = STATE.PAN;

    }

    if (state !== STATE.NONE) {

      document.addEventListener('mousemove', onMouseMove, false);
      document.addEventListener('mouseup', onMouseUp, false);

      scope.dispatchEvent(startEvent);

    }

  }

  function onMouseMove(event) {

    if (scope.enabled === false) return;

    event.preventDefault();

    if (state === STATE.ROTATE) {

      if (scope.enableRotate === false) return;

      handleMouseMoveRotate(event);

    } else if (state === STATE.DOLLY) {

      if (scope.enableZoom === false) return;

      handleMouseMoveDolly(event);

    } else if (state === STATE.PAN) {

      if (scope.enablePan === false) return;

      handleMouseMovePan(event);

    }

  }

  function onMouseUp(event) {

    if (scope.enabled === false) return;

    handleMouseUp(event);

    document.removeEventListener('mousemove', onMouseMove, false);
    document.removeEventListener('mouseup', onMouseUp, false);

    scope.dispatchEvent(endEvent);

    state = STATE.NONE;

  }

  function onMouseWheel(event) {

    if (scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE && state !== STATE.ROTATE) return;

    event.preventDefault();
    event.stopPropagation();

    handleMouseWheel(event);

    scope.dispatchEvent(startEvent); // not sure why these are here...
    scope.dispatchEvent(endEvent);

  }

  function onKeyDown(event) {

    if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return;

    handleKeyDown(event);

  }

  function onTouchStart(event) {

    if (scope.enabled === false) return;

    switch (event.touches.length) {

      case 1: // one-fingered touch: rotate

        if (scope.enableRotate === false) return;

        handleTouchStartRotate(event);

        state = STATE.TOUCH_ROTATE;

        break;

      case 2: // two-fingered touch: dolly

        if (scope.enableZoom === false) return;

        handleTouchStartDolly(event);

        state = STATE.TOUCH_DOLLY;

        break;

      case 3: // three-fingered touch: pan

        if (scope.enablePan === false) return;

        handleTouchStartPan(event);

        state = STATE.TOUCH_PAN;

        break;

      default:

        state = STATE.NONE;}



    if (state !== STATE.NONE) {

      scope.dispatchEvent(startEvent);

    }

  }

  function onTouchMove(event) {

    if (scope.enabled === false) return;

    event.preventD.........完整代码请登录后点击上方下载按钮下载查看

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