SELF DIRECTED RESEARCH2: Difference between revisions
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Revision as of 20:18, 13 January 2014
⌨ 3D BROWSER✌ Threejs Webgl experiments 2
http://dgagegaegaegaeeagg.tumblr.com/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: #ffffff;
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/three.min.js"></script>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/Detector.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene1, scene2, scene3, scene4, renderer;
var geometry, material, cube, cylinder, icosahedron;
function setup() {
var W = window.innerWidth/2, H = window.innerHeight;
renderer1 = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer1.autoClearColor = false;
renderer1.setSize( W, H );
document.body.appendChild( renderer1.domElement );
renderer2 = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer2.autoClearColor = false;
renderer2.setSize( W, H );
document.body.appendChild( renderer2.domElement );
renderer3= new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer3.autoClearColor = false;
renderer3.setSize( W, H );
document.body.appendChild( renderer3.domElement );
renderer4= new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer4.autoClearColor = false;
renderer4.setSize( W, H );
document.body.appendChild( renderer4.domElement );
camera = new THREE.PerspectiveCamera( 510, W/H, 1, 10000 );
camera.position.z = 300;
scene1 = new THREE.Scene();
scene2 = new THREE.Scene();
scene3 = new THREE.Scene();
scene4 = new THREE.Scene();
bg = document.body.style;
bg.background = '#000000';
geometry = new THREE.CubeGeometry( 95, 95, 55 );
for ( var i = 0; i < 100; i ++ ) {
material = new THREE.MeshNormalMaterial( { color: Math.random()*0xffffff } );
cube = new THREE.Mesh( geometry, material);
cube.position.x = Math.random() * 1000 - 500;
cube.position.y = Math.random() * 1000 - 500;
cube.position.z = Math.random() * 1000 - 500;
cube.rotation.x = Math.random() * 2 * Math.PI;
cube.rotation.y = Math.random() * 2 * Math.PI;
cube.rotation.z = Math.random() * 2 * Math.PI;
scene1.add(cube);
}
geometry = new THREE.CubeGeometry(100, 100, 200);
for ( var i = 5; i < 200; i ++ ) {
material = new THREE.MeshNormalMaterial( { color: Math.random()*0xffffff } );
cube = new THREE.Mesh( geometry, material);
cube.position.x = Math.random() * 1000 - 1500;
cube.position.y = Math.random() * 1000 - 1500;
cube.position.z = Math.random() * 1000 - 1500;
cube.rotation.x = Math.random() * 2 * Math.PI;
cube.rotation.y = Math.random() * 2 * Math.PI;
cube.rotation.z = Math.random() * 2 * Math.PI;
scene2.add(cube);
}
geometry = new THREE.CylinderGeometry(100, 100, 200, 50, 50, false );
for ( var i = 0; i < 300; i ++ ) {
material = new THREE.MeshNormalMaterial( { color: Math.random()*0xffffff } );
cylinder = new THREE.Mesh( geometry, material);
cylinder.position.x = Math.random() * 1000 - 500;
cylinder.position.y = Math.random() * 1000 - 500;
cylinder.position.z = Math.random() * 1000 - 500;
cylinder.rotation.x = Math.random() * 2 * Math.PI;
cylinder.rotation.y = Math.random() * 2 * Math.PI;
cylinder.rotation.z = Math.random() * 2 * Math.PI;
scene3.add(cylinder);
}
geometry = new THREE.IcosahedronGeometry( 110, 0 );
for ( var i = 0; i < 1300; i ++ ) {
material = new THREE.MeshNormalMaterial( { color: Math.random()*0xffffff } );
icosahedron = new THREE.Mesh( geometry, material);
icosahedron .position.x = Math.random() * 1000 - 500;
icosahedron .position.y = Math.random() * 1000 - 500;
icosahedron .position.z = Math.random() * 1000 - 500;
icosahedron .rotation.x = Math.random() * 2 * Math.PI;
icosahedron .rotation.y = Math.random() * 2 * Math.PI;
icosahedron .rotation.z = Math.random() * 2 * Math.PI;
scene4.add(icosahedron );
}
}
function draw() {
requestAnimationFrame( draw );
cube.rotation.x = Date.now() * 0.0005;
cube.rotation.y = Date.now() * 0.0002;
cube.rotation.z = Date.now() * 0.001;
cube.position.y = Math.sin( Date.now() * 0.002 ) * 3300;
camera.position.z = Math.sin( Date.now() * 0.00112 ) * 5600;
camera.position.y = Math.sin( Date.now() * 0.00012 ) * 5600;
camera.lookAt(cube.position);
cylinder.rotation.x = Date.now() * 0.0005;
cylinder.rotation.y = Date.now() * 0.0002;
cylinder.rotation.z = Date.now() * 0.001;
icosahedron.rotation.x = Date.now() * 0.00205;
icosahedron.rotation.y = Date.now() * 0.01002;
icosahedron.rotation.z = Date.now() * 0.001;
renderer1.render( scene1, camera );
renderer2.render( scene2, camera );
renderer3.render( scene3, camera );
renderer4.render( scene4, camera );
}
setup();
draw();
</script>
</body>
</html>
⌨⌨
http://thereisamajorprobleminafstralia.tumblr.com/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: #ffffff;
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/three.min.js"></script>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/Detector.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene1, renderer;
var geometry, material, sphere;
function setup() {
var W = window.innerWidth/1, H = window.innerHeight;
renderer1 = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer1.autoClearColor = false;
renderer1.setSize( W, H );
document.body.appendChild( renderer1.domElement );
renderer2 = new THREE.WebGLRenderer( { preserveDrawingBuffer: true } );
renderer2.autoClearColor = false;
camera = new THREE.PerspectiveCamera( 1196, W/H, 1, 10000 );
camera.position.z = 120;
scene1 = new THREE.Scene();
bg = document.body.style;
bg.background = '#000000';
geometry = new THREE.SphereGeometry(150, 100, 51.73);
for ( var i = 0; i < 1310; i ++ ) {
material = new THREE.MeshNormalMaterial( { color: Math.random()*0xffffff } );
sphere = new THREE.Mesh( geometry, material);
sphere.position.x = Math.random() * 100000 - 5000;
sphere.position.y = Math.random() * 10000 - 5000;
sphere.position.z = Math.random() * 10000 - 5000;
sphere.rotation.x = Math.random() * 15 * Math.PI;
sphere.rotation.y = Math.random() * 15 * Math.PI;
sphere.rotation.z = Math.random() * 15 * Math.PI;
scene1.add(sphere);
}
}
function draw() {
requestAnimationFrame( draw );
sphere.rotation.x = Date.now() * 0.000105;
sphere.rotation.y = Date.now() * 0.00002;
sphere.rotation.z = Date.now() * 0.00011;
sphere.position.y = Math.sin( Date.now() * 0.002 ) * 3100;
camera.position.z = Math.sin( Date.now() * 0.00112 ) * 1600;
camera.position.y = Math.sin( Date.now() * 0.001012 ) * 5600;
camera.lookAt(sphere.position);
renderer1.render( scene1, camera );
}
setup();
draw();
</script>
</body>
</html>
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: #ffffff;
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/three.min.js"></script>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/Detector.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene1, renderer;
var geometry, material, torusKnot;
function setup() {
var W = window.innerWidth/1, H = window.innerHeight;
renderer1 = new THREE.WebGLRenderer();
renderer1.setSize( W, H );
document.body.appendChild( renderer1.domElement );
camera = new THREE.PerspectiveCamera( 2186, W/H, 1, 10000 );
camera.position.z = 33;
scene1 = new THREE.Scene();
geometry = new THREE.TorusKnotGeometry(113, 4, 614, 81, 2, 3, 15.39);
for ( var i = 0; i < 15; i ++ ) {
material = new THREE.MeshNormalMaterial({shading: THREE.FlatShading});
torusKnot = new THREE.Mesh( geometry, material);
torusKnot.position.x = Math.random() * 1111 - 500;
torusKnot.position.y = Math.random() * 1111 - 500;
torusKnot.position.z = Math.random() * 1111 - 500;
torusKnot.rotation.x = Math.random() * 212 * Math.PI;
torusKnot.rotation.y = Math.random() * 212 * Math.PI;
torusKnot.rotation.z = Math.random() * 212 * Math.PI;
scene1.add( torusKnot);
}
}
function draw() {
requestAnimationFrame( draw );
torusKnot.rotation.x = Date.now() * 0.00105;
torusKnot.rotation.y = Date.now() * 0.00102;
torusKnot.rotation.z = Date.now() * 0.0101;
torusKnot.position.y = Math.sin( Date.now() * 0.002 ) * 1300;
camera.position.z = Math.sin( Date.now() * 0.0001 ) * 1510;
camera.position.y = Math.sin( Date.now() * 0.0010 ) * 5500;
camera.lookAt( torusKnot.position);
renderer1.render( scene1, camera );
}
setup();
draw();
</script>
</body>
</html>