三维菱形圆球变换特效

代码语言:html

所属分类:三维

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">

    <title> - Sphere of Boxes | three.js</title>
    <style>
        body {
            margin: 0;
        }

        canvas {
            display: block;
        }

    </style>

</head>
<body translate="no">

    <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js'></script>
    <script>
        /**
        * @author qiao / https://github.com/qiao
        * @author mrdoob / http://mrdoob.com
        * @author alteredq / http://alteredqualia.com/
        * @author WestLangley / http://github.com/WestLangley
        * @author erich666 / http://erichaines.com
        */

        // 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.saveState = function () {

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

            };

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

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