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
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<!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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