OrbitControls & Resize
buttons
by Leoooo
HTML
<div id="info">Clipping Helper
<br>
<br>
<button id="toggle" style="width:20%">Toggle Turn</button>
</div>
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var scene, renderer, camera;
var mesh, mesh1, angle = 0,
turn = false;
init();
animate();
$("#toggle").click(function() {
turn = !turn;
});
function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var geometry = new THREE.BoxGeometry(20, 100, 20);
var localPlane = new THREE.Plane( new THREE.Vector3( 0, 1, 0 ), 0 );
var material = new THREE.MeshNormalMaterial({
side: THREE.DoubleSide,
clippingPlanes: [ localPlane ]
});
mesh0 = new THREE.Mesh(geometry, material);
scene.add(mesh0);
var localPlane = new THREE.Plane( new THREE.Vector3( 0, -1, 0 ),0 );
var material = new THREE.MeshNormalMaterial({
side: THREE.DoubleSide,
clippingPlanes: [ localPlane ]
});
mesh1 = new THREE.Mesh(geometry, material);
scene.add(mesh1);
var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
scene.add(gridXZ);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
if (turn)
angle += 0.01;
mesh1.rotation.y = angle;
renderer.localClippingEnabled = true;
requestAnimationFrame(animate);
renderer.render(scene, camera);
}