テクスチャとメッシュの円柱と、three.js の線と頂点を持つグリッドを使用してシーンを作成しました。マウスを左右にドラッグすると、円柱が回転します。
<!DOCTYPE html>
<html lang="en">
<head>
<title>3d Model using HTML5 and three.js</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 {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="three.min.js" type="text/javascript"></script>
<script src="Stats.js" type="text/javascript"></script>
<script src="Detector.js" type="text/javascript"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, light, projector;
var particleMaterial;
var cylinder, line, geometry, geometry1;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var objects = [];
var radious = 1600, theta = 45, onMouseDownTheta = 45, phi = 60, onMouseDownPhi = 60, isShiftDown = false;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = 'Drag to spin the cylinder<br/>Objective: By spining left, cylinder should go into the surface and by spining right it should come out.';
container.appendChild( info );
// camera
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 200;
camera.position.z = 800;
// scene
scene = new THREE.Scene();
// light
scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
// texture
var materials = [];
for ( var i = 0; i < 6; i ++ ) {
materials.push( new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
}//alert(materials.length);
// Grid
geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );
for ( var i = 0; i <= 20; i ++ ) {
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.z = ( i * 50 ) - 500;
scene.add( line );
line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
line.position.x = ( i * 50 ) - 500;
line.rotation.y = 90 * Math.PI / 180;
scene.add( line );
}
// cylinder
geometry1 = new THREE.CylinderGeometry(100, 100, 300, 16, 4, false);
cylinder = new THREE.Mesh(geometry1 ,new THREE.MeshLambertMaterial( { color: 0x2D303D, wireframe: true, shading: THREE.FlatShading } ));
//cylinder.position.x = 100;
cylinder.position.y = -50;
//cylinder.overdraw = true;
scene.add(cylinder);
alert(geometry1.faces.length);
objects.push(cylinder);
// projector
projector = new THREE.Projector();
// renderer
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
camera.aspect = window.innerWidth / window.innerHeight;
//camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
}
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
cylinder.rotation.y += ( targetRotation - cylinder.rotation.y ) * 0.05;
renderer.render( scene, camera );
}
</script>
</body>
</html>
円柱の面をクリックして、円柱のどの面が選択されているかを知るにはどうすればよいですか?