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three.js全景
小程序:扫一扫查出行
【扫一扫了解最新限行尾号】
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【扫一扫了解最新限行尾号】
复制小程序
<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - equirectangular panorama</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { background-color: #000000; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; color: #ffffff; padding: 5px; font-family:Monospace; font-size:13px; font-weight: bold; text-align:center; } a { color: #ffffff; } </style> </head> <body> <div id="container"></div> <div id="info"> <a href="http://threejs.org" target="_blank">three.js webgl</a> - equirectangular panorama demo. photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank">Jón Ragnarsson</a>.<br /> drag equirectangular texture into the page. </div> <script src="../build/three.js"></script> <script> var camera, scene, renderer;//相机 场景 渲染器 var isUserInteracting = false, onMouseDownMouseX = 0, onMouseDownMouseY = 0, lon = 0, onMouseDownLon = 0, lat = 0, onMouseDownLat = 0, phi = 0, theta = 0; init(); animate(); function init() { var container, mesh; container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );//透视投影照相机 camera.target = new THREE.Vector3( 0, 0, 0 );//设置相机所看的位置 scene = new THREE.Scene();//场景 var geometry = new THREE.SphereGeometry( 500, 60, 40 );//SphereGeometry用来在三维空间内创建一个球体对象. geometry.scale( - 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( { //使用基本材质(BasicMaterial)的物体,渲染后物体的颜色始终为该材质的颜色,不会由于光照产生明暗、阴影效果 map: new THREE.TextureLoader().load( 'textures/quanjing1.jpg' ) } ); mesh = new THREE.Mesh( geometry, material );//Mesh(图元装配函数) 生成三维物体 scene.add( mesh );//网格添加到场景中 renderer = new THREE.WebGLRenderer();//定义渲染器 renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight );//设定尺寸 container.appendChild( renderer.domElement );//将场景加入到画面 document.addEventListener( 'mousedown', onDocumentMouseDown, false ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); document.addEventListener( 'mouseup', onDocumentMouseUp, false ); document.addEventListener( 'wheel', onDocumentMouseWheel, false ); // document.addEventListener( 'dragover', function ( event ) { event.preventDefault(); event.dataTransfer.dropEffect = 'copy'; }, false ); document.addEventListener( 'dragenter', function ( event ) { document.body.style.opacity = 0.5; }, false ); document.addEventListener( 'dragleave', function ( event ) { document.body.style.opacity = 1; }, false ); document.addEventListener( 'drop', function ( event ) { event.preventDefault(); var reader = new FileReader(); reader.addEventListener( 'load', function ( event ) { material.map.image.src = event.target.result; material.map.needsUpdate = true; }, false ); reader.readAsDataURL( event.dataTransfer.files[ 0 ] ); document.body.style.opacity = 1; }, false ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseDown( event ) { event.preventDefault(); isUserInteracting = true; onPointerDownPointerX = event.clientX; onPointerDownPointerY = event.clientY; onPointerDownLon = lon; onPointerDownLat = lat; } function onDocumentMouseMove( event ) { if ( isUserInteracting === true ) { lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon; lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat; } } function onDocumentMouseUp( event ) { isUserInteracting = false; } function onDocumentMouseWheel( event ) { camera.fov += event.deltaY * 0.05; camera.updateProjectionMatrix(); } function animate() { requestAnimationFrame( animate ); update(); } function update() { if ( isUserInteracting === false ) { lon += 0.1; } lat = Math.max( - 85, Math.min( 85, lat ) ); phi = THREE.Math.degToRad( 90 - lat ); theta = THREE.Math.degToRad( lon ); camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta ); camera.target.y = 500 * Math.cos( phi ); camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta ); camera.lookAt( camera.target ); /* // distortion camera.position.copy( camera.target ).negate(); */ renderer.render( scene, camera ); } </script> </body> </html>