Files
apt-nl-map/static/Magic4/js/three.js-dev/examples/misc_controls_deviceorientation.html
2024-12-04 10:21:04 +08:00

96 lines
2.6 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - controls - deviceorientation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="overlay">
<button id="startButton">Start Demo</button>
</div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - equirectangular panorama demo with DeviceOrientation controls.<br/>
photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank" rel="noopener">Jón Ragnarsson</a>.
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { DeviceOrientationControls } from './jsm/controls/DeviceOrientationControls.js';
let camera, scene, renderer, controls;
const startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click', function () {
init();
animate();
} );
function init() {
const overlay = document.getElementById( 'overlay' );
overlay.remove();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
controls = new DeviceOrientationControls( camera );
scene = new THREE.Scene();
const geometry = new THREE.SphereGeometry( 500, 60, 40 );
// invert the geometry on the x-axis so that all of the faces point inward
geometry.scale( - 1, 1, 1 );
const material = new THREE.MeshBasicMaterial( {
map: new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' )
} );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
const helperGeometry = new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 );
const helperMaterial = new THREE.MeshBasicMaterial( { color: 0xff00ff, wireframe: true } );
const helper = new THREE.Mesh( helperGeometry, helperMaterial );
scene.add( helper );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize );
}
function animate() {
window.requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
</script>
</body>
</html>