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cube.html
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cube.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>CUBE</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script type="module">
import * as THREE from "./three.js-dev/build/three.module.js"; // importing everything from the module - 'three.module.js''.
import { OrbitControls } from "./three.js-dev/examples/jsm/controls/OrbitControls.js"; // importing only single value, exported name OrbitControls should have been defined
// as 'class OrbitControls' and now visible in current scope (зона видимости).
import { PCDLoader } from "./three.js-dev/examples/jsm/loaders/PCDLoader.js"; // class PCDLoader
import { CinematicCamera } from './three.js-dev/examples/jsm/cameras/CinematicCamera.js';
let camera, scene, raycaster, renderer, stats, mouse;
let INTERSECTED; // crossed, пересеклись
const radius = 8;
let theta = 0;
initialise();
function initialise() {
// Init camera
camera = new THREE.PerspectiveCamera(
60, //field of view in degrees
window.innerWidth / window.innerHeight, //aspect ratio - соотношение сторон
1, // near clip frame - the coordinate of starting point to view on Z axe for frame, z=-n
1000 //far clip frame, z=-f, z=x=y=0 - view/eye point, frustum view - truncated pyramid - усеченная пирамида
);
//camera.setLens( 32 );
camera.position.set(2, 1, 500 );
// scene.add(camera);
// Init scene
scene = new THREE.Scene();
// Init renderer
renderer = new THREE.WebGLRenderer( { antialias: true } ); //antialias - whether to perform antialiasing (сглаживание). Default is false
renderer.setPixelRatio( window.devicePixelRatio ); // Sets device pixel ratio (соотношение). This is usually used for HiDPI device to prevent bluring output canvas.
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.outputEncoding = THREE.sRGBEncoding; //Defines the output encoding of the renderer. Default is THREE.LinearEncoding=3000, THREE.sRGBEncoding = 3001.
scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
const light = new THREE.DirectionalLight( 0xffff, 0.35 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
// controls
// Orbit controls allow the camera to orbit around a target.
// const controls = new OrbitControls( //Constructor made initialing before using another methods of the class
// camera, //The camera to be controlled.
// renderer.domElement //The HTML element used for event listeners.
// );
// controls.addEventListener( //Registers an event handler (обработчик) for the specified type with the object.
// 'change', // type of event, which should be processed.
// render // listener - function in JavaScript or EventListener, which will get notification if event have happened.
// );
// controls.minDistance = 0.5;
// controls.maxDistance = 10;
// controls.enablePan = false;
const geometry = new THREE.BoxGeometry( 200, 200, 200 );
const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff } ) );
/*const loader = new PCDLoader();
loader.load( './three.js-dev/examples/models/pcd/binary/Zaghetto.pcd', function ( mesh ) { //works with function geometry, 'let geometry = new BufferGeometry();'
mesh.geometry.center(); // const geometry = new BufferGeometry(); center() - to center the geometry based on the bounding box.
mesh.geometry.rotateX( Math.PI ); // Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
// Use Object3D.rotation for typical real-time mesh rotation.
// Our object have been upside down (вверх ногами).
// rotateX ( radians : Float ).
// Math.PI = 180' = 3.14
mesh.material.color.setHex( 0xfff8f0 );*/
scene.add( object );
renderer.render( scene, camera );
//render();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
document.addEventListener(//Registers an event handler (обработчик) for the specified type with the object.
'mousemove', // type of event, which should be processed.
onMouseMove ); // listener - function in JavaScript or EventListener, which will get notification if event have happened.
//window.addEventListener( 'mousemove', onMouseMove, false );
window.addEventListener('resize', WindowResize);
//window.requestAnimationFrame(render);
}
function WindowResize(){
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onMouseMove( event ) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
render();
}
function render() {
//renderer.render( scene, camera );
/*theta += 0.1;
camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );*/
// camera.lookAt( scene.position );
// Updates the global transform of the object and its descendants (потомки). .updateMatrixWorld ( force : Boolean ) : null
//camera.updateMatrixWorld();
// find intersections
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( //method from Raycaster class, setFromCamera ( coords : Vector2, camera : Camera ) : null
mouse, // coords — 2D coordinates of the mouse, in normalized device coordinates ---X and Y should be [-1;1].
camera // camera — camera from which the ray should originate
);
// calculate objects intersecting the picking ray
const intersects = raycaster.intersectObjects( // method from Raycaster class,( object : Object3D) : Array, Array = intersects
scene.children // object — The object to check for intersection with the ray.
// .children : Object3D, array with object's children.
);
if ( intersects.length > 0 ) { // method 'length' for the arrays, to get know the length.
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED) INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex); // Material - abstract class for materials. Material() creates a generic (общий) material.
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex(); // .getHex () : Integer. Returns the hexadecimal value of this color.
// Internal (внутренняя) function for color conversion (преобразование).
INTERSECTED.material.emissive.setHex(0xff0080);
}
}
else {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
}
//////////////////////////////
renderer.render( scene, camera ); // Rendering the scene (воспроизведение, представдение). You wouldn't be able to see anything without rendering anything.
// For that, we need a render or animate loop.
}
</script>
</body>
</html>