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

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