ねじねじアニメーション

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Go to /ThreeJSExam/line.html


(マウスでグリグリ動くはず)

https://github.com/kagyuu/ThreeJSExam/blob/master/line.html

<!DOCTYPE html>
<html lang="ja">
<head>
<meta charset="utf-8">
<title>Line</title>
    <style>
        body {
            margin : 0px;
        }
    </style>
</head>
<body>
</body>
<script type="text/javascript" src="three.js" charset="utf-8"></script>
<script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js"></script>
<script>

// full screen
var container = document.createElement( 'div' );
document.body.appendChild( container );
 
// mouse
var mouseX = 0;
var mouseY = 0;
 
var windowX = window.innerWidth;
var windowY = window.innerHeight;
var windowHalfX = windowX / 2;
var windowHalfY = windowY / 2;
 
// (1) Scene
var scene = new THREE.Scene();
 
// (2) Light
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
 
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
 
var spotlight = new THREE.SpotLight( 0xffffff, 3, 0, Math.PI / 2 );
spotlight.target.position.set(0,0,0);
spotlight.position.z = 100;
scene.add(spotlight);
 
// (3) Camera
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
 
// (4) Line

//geometryの宣言と生成
var geometry = new THREE.Geometry();

//頂点座標の追加
var point;
var R = 30.0;
for (th = 0.0 ;th < (Math.PI * 2.0); th += 0.001) {
  point = plus(
    [R * sin(th), R * cos(th), 0.0],
    rotate(
      5.0 * sin(th), 5.0 * cos(th), 0.0,
      cos(th), -1.0 * sin(th), 0.0,
      th * 100.0)
    );
  geometry.vertices.push( new THREE.Vector3(point[0], point[1], point[2]) ); 
  console.log(point);
}

//線オブジェクトの生成	
var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xFFFFFF} ) );

//sceneにlineを追加
scene.add( line );

// xyz軸 (補助線)
var axes = new THREE.AxisHelper(1000);
scene.add( axes );
 
//GridHelper(大きさ, 1マスの大きさ)
var grid = new THREE.GridHelper(100, 10);
 
//シーンオブジェクトに追加
scene.add(grid);
 
// (5) WebGL Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x000000);
renderer.clear(true);
container.appendChild( renderer.domElement );
 
// (6) Animation
function animation() {
    var time = (new Date()).getTime();
    
    camera.position.x = 100.0 * Math.sin(2.0 * Math.PI * mouseX);
    camera.position.y = 1000.0 * mouseY;
    camera.position.z = 100.0 * Math.cos(2.0 * Math.PI * mouseX);
    
    line.rotation.z = -1.0 * time / 3000;
     
    camera.lookAt(new THREE.Vector3(-1.0 * camera.position.x ,-1.0 * camera.position.y,-1.0 * camera.position.z));
     
    spotlight.position.x = camera.position.x;
    spotlight.position.y = camera.position.y;
 
    renderer.render( scene, camera );
    requestAnimationFrame(animation)
}
 
animation();
 
// (7) Event
$(document).on('mousemove', function(event) {
    mouseX = (event.clientX - windowHalfX) / windowX;
    mouseY = (event.clientY - windowHalfY) / windowY;
});

/**
 * (x,y,z) を (nx,ny,nz) を軸として、th 回転.
 */
function rotate (x, y, z, nx, ny, nz, th) {
  var m = [
    [nx * nx * (1-cos(th)) + cos(th)     , nx * ny * (1-cos(th)) - nz * sin(th), nz * nx * (1-cos(th)) + ny * sin(th)],
    [nx * ny * (1-cos(th)) + nz * sin(th), ny * ny * (1-cos(th)) + cos(th)     , ny * nz * (1-cos(th)) - nx * sin(th)],
    [nz * nx * (1-cos(th)) - ny * sin(th), ny * nz * (1-cos(th)) + nx * sin(th), nz * nz * (1-cos(th)) + cos(th)]
  ];

  var v = [
    x,
    y,
    z];
  
  return multiple(m, v);
}

/**
 * 行列とベクトルの掛け算.
 */
function multiple (m, v) {

  var size = v.length;
  var res  = new Array();
  var elem;
  
  for (var cnt1 = 0; cnt1 < size; cnt1++) {
    elem = 0.0;
    
    for (var cnt2 = 0; cnt2 < size; cnt2++) {
      elem += m[cnt1][cnt2] * v[cnt2];
    }
    
    res.push(elem);
  }
  
  return res;
}

/**
 * ベクトル同士の足し算.
 */
function plus (v1, v2) {

  var size = v1.length;
  var res  = new Array();
  
  for (var cnt = 0; cnt < size; cnt++) {
    res.push(v1[cnt] + v2[cnt]);
  }
  
  return res;

}

function cos(th) {
  return Math.cos(th);
}
function sin(th) {
  return Math.sin(th);
}

</script>
</html>

線の書き方

//geometryの宣言と生成
var geometry = new THREE.Geometry();
 
//頂点座標の追加
for (th = 0.0 ;th < (Math.PI * 2.0); th += 0.001) {
  ...
  geometry.vertices.push( new THREE.Vector3(point[0], point[1], point[2]) ); 
  ...
}
 
//線オブジェクトの生成    
var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xFFFFFF} ) );
 
//sceneにlineを追加
scene.add( line );

破線にする

Your borwser is not supporting object tag. Please use one of the latest browsers.
Go to /ThreeJSExam/line_dash.html


(マウスでグリグリ動くはず)

https://github.com/kagyuu/ThreeJSExam/blob/master/line_dash.html

<!DOCTYPE html>
<html lang="ja">
<head>
<meta charset="utf-8">
<title>Line</title>
    <style>
        body {
            margin : 0px;
        }
    </style>
</head>
<body>
</body>
<script type="text/javascript" src="three.js" charset="utf-8"></script>
<script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js"></script>
<script>

// full screen
var container = document.createElement( 'div' );
document.body.appendChild( container );
 
// mouse
var mouseX = 0;
var mouseY = 0;
 
var windowX = window.innerWidth;
var windowY = window.innerHeight;
var windowHalfX = windowX / 2;
var windowHalfY = windowY / 2;
 
// (1) Scene
var scene = new THREE.Scene();
 
// (2) Light
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
 
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
 
var spotlight = new THREE.SpotLight( 0xffffff, 3, 0, Math.PI / 2 );
spotlight.target.position.set(0,0,0);
spotlight.position.z = 100;
scene.add(spotlight);
 
// (3) Camera
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
 
// (4) Line

//geometryの宣言と生成
var geometry = new THREE.Geometry();

//頂点座標の追加
var point;
var R = 30.0;
for (th = 0.0 ;th < (Math.PI * 2.0); th += 0.001) {
  point = plus(
    [R * sin(th), R * cos(th), 0.0],
    rotate(
      5.0 * sin(th), 5.0 * cos(th), 0.0,
      cos(th), -1.0 * sin(th), 0.0,
      th * 100.0)
    );
  geometry.vertices.push( new THREE.Vector3(point[0], point[1], point[2]) ); 
  console.log(point);
}

//線オブジェクトの生成	
var line = new THREE.Line( geometry, new THREE.LineDashedMaterial( { color: 0xffaa00, dashSize: 3, gapSize: 1, linewidth: 2 } ), THREE.LinePieces );

//sceneにlineを追加
scene.add( line );

// xyz軸 (補助線)
var axes = new THREE.AxisHelper(1000);
scene.add( axes );
 
//GridHelper(大きさ, 1マスの大きさ)
var grid = new THREE.GridHelper(100, 10);
 
//シーンオブジェクトに追加
scene.add(grid);
 
// (5) WebGL Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x000000);
renderer.clear(true);
container.appendChild( renderer.domElement );
 
// (6) Animation
function animation() {
    var time = (new Date()).getTime();
    
    camera.position.x = 100.0 * Math.sin(2.0 * Math.PI * mouseX);
    camera.position.y = 1000.0 * mouseY;
    camera.position.z = 100.0 * Math.cos(2.0 * Math.PI * mouseX);
    
    line.rotation.z = -1.0 * time / 3000;
     
    camera.lookAt(new THREE.Vector3(-1.0 * camera.position.x ,-1.0 * camera.position.y,-1.0 * camera.position.z));
     
    spotlight.position.x = camera.position.x;
    spotlight.position.y = camera.position.y;
 
    renderer.render( scene, camera );
    requestAnimationFrame(animation)
}
 
animation();
 
// (7) Event
$(document).on('mousemove', function(event) {
    mouseX = (event.clientX - windowHalfX) / windowX;
    mouseY = (event.clientY - windowHalfY) / windowY;
});

/**
 * (x,y,z) を (nx,ny,nz) を軸として、th 回転.
 */
function rotate (x, y, z, nx, ny, nz, th) {
  var m = [
    [nx * nx * (1-cos(th)) + cos(th)     , nx * ny * (1-cos(th)) - nz * sin(th), nz * nx * (1-cos(th)) + ny * sin(th)],
    [nx * ny * (1-cos(th)) + nz * sin(th), ny * ny * (1-cos(th)) + cos(th)     , ny * nz * (1-cos(th)) - nx * sin(th)],
    [nz * nx * (1-cos(th)) - ny * sin(th), ny * nz * (1-cos(th)) + nx * sin(th), nz * nz * (1-cos(th)) + cos(th)]
  ];

  var v = [
    x,
    y,
    z];
  
  return multiple(m, v);
}

/**
 * 行列とベクトルの掛け算.
 */
function multiple (m, v) {

  var size = v.length;
  var res  = new Array();
  var elem;
  
  for (var cnt1 = 0; cnt1 < size; cnt1++) {
    elem = 0.0;
    
    for (var cnt2 = 0; cnt2 < size; cnt2++) {
      elem += m[cnt1][cnt2] * v[cnt2];
    }
    
    res.push(elem);
  }
  
  return res;
}

/**
 * ベクトル同士の足し算.
 */
function plus (v1, v2) {

  var size = v1.length;
  var res  = new Array();
  
  for (var cnt = 0; cnt < size; cnt++) {
    res.push(v1[cnt] + v2[cnt]);
  }
  
  return res;

}

function cos(th) {
  return Math.cos(th);
}
function sin(th) {
  return Math.sin(th);
}

</script>
</html>


HTML


添付ファイル: fileline_dash.html 1362件 [詳細] fileline.html 1441件 [詳細]

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Last-modified: 2016-07-07 (木) 22:30:01 (2842d)
Short-URL: http://hondou.homedns.org/pukiwiki/index.php?cmd=s&k=8fb8d5ff5e
ISBN10
ISBN13
9784061426061