three实现鼠标跟随三维立方体沙盘三维像素液态效果代码

代码语言:html

所属分类:三维

代码描述:three实现鼠标跟随三维立方体沙盘三维像素液态效果代码

代码标签: three 立方体 沙盘 三维 像素 液态 鼠标跟随

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">
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <style>
        body {
        				font-family: Monospace;
        				background-color: #f0f0f0;
        				margin: 0px;
        				overflow: hidden;
        			}
        
        			#info {
        				position: absolute;
        				top: 0px; width: 100%;
        				padding: 5px;
        				text-align:center;
        			}
    </style>
</head>

<body>

    <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Detector.js"></script>
    <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/RequestAnimationFrame.js"></script>
    <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/stats-min.js"></script>
    <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.46.js"></script>

    <script>
        var size = 10, res = 32, sizeres = size * res, halfsizeres = sizeres / 2;
        			var buffer1 = [], buffer2 = [], temp;
        			var grid = [], plane;
        			var scene, camera, light, renderer;
        			var geometry, material;
        			var mouse, projector, ray, intersects = [];
        			var stats;
        
        			if ( Detector.webgl ) {
        
        				init();
        				animate();
        
        			} else {
        
        				document.body.appendChild( Detector.getWebGLErrorMessage() );
        
        			}
        
        			function init() {
        
        				var container = document.createElement( 'div' );
        				document.body.appendChild( container );
        
        				stats = new Stats();
        				stats.domElement.style.position = 'absolute';
        				stats.domElement.style.top = '0px';
        				// container.appendChild( stats.domElement );
        
        				for ( var i = 0, l = res * res; i < l; i ++ ) {
        
        					buffer1[ i ] = 0;
        					buffer2[ i ] = 0;
        
        				}
        
        				scene = new THREE.Scene();
        
        				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 );
        				camera.position.x = 100 + sizeres;
        				camera.position.y = 200;
        				camera.position.z = 100 + sizeres;
        				camera.lookAt( new THREE.Vector3( halfsizeres, - 50, halfsizeres ) );
        				scene.add( camera );
        
        				scene.add( new THREE.AmbientLight( 0x808080 ) );
        
        				light = new THREE.SpotLight( 0xffffff, 1.25 );
        				light.position.set( - 500, 900, 600 );
        				light.target.position.set( halfsizeres, 0, halfsizeres );
        				light.castShadow = true;
        				scene.add( light );
        
        				geometry = new THREE.CubeGeometry( size, size, size );
        				geometry.applyMatrix( new THREE.Matrix4().setTranslation( 0, size / 2, 0 ) );
        				material = new THREE.MeshLambertMaterial( { color: 0xd0d0d0 } );
        
        				for ( var i = 0, l = res * res; i < l; i ++ ) {
        
        					cube = new THREE.Mesh( geometry, material );
        					cube.position.x = size + ( ( i % res ) * 10 );
        					cube.position.z = size + ( Math.floor( i / res ) * 10 );
        					cube.castShadow = true;
        					cube.receiveShadow = true;
        					scene.add( cube );
        
        					grid.push( cube );
        
        				}
        
        				geometry = new THREE.PlaneGeometry( sizeres, sizeres );
        
        				plane = new THREE.Mesh( geometry, material );
        				plane.position.x = halfsizeres;
        				plane.position.z = halfsizeres;
        				plane.rotation.x = - 90 * M.........完整代码请登录后点击上方下载按钮下载查看

网友评论0