OrbitControls & Resize
buttons
by Millieyan
HTML
<div id="info">Hw2 Helper (surveillance camera)
<br>
<button id = "toggle">
toggle
</button>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/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 cameraObj;
var safety = false;
var keys = [
[0, 0], [0.4, 0.6], [0.5, 0.6], [0.9, 0], [1, 0]
];
var T = 2;
var clock = new THREE.Clock();
var ts = clock.getElapsedTime();
init();
animate();
$("#toggle").click(function() {
safety = !safety;
});
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, 12000);
camera.position.z = 300;
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
scene.add(gridXZ);
window.addEventListener('resize', onWindowResize, false);
scene.add (new THREE.Mesh (new THREE.SphereGeometry (10,20,20), new THREE.MeshNormalMaterial()))
///////////////////////////////////
sCam = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
cameraObj = new THREE.Object3D();
cameraBody = new THREE.Mesh (new THREE.BoxGeometry (20,12,5), new THREE.MeshNormalMaterial());
lens = new THREE.Mesh (new THREE.CylinderGeometry (5,5,10), new THREE.MeshNormalMaterial());
lens.position.z = -5;
lens.rotation.x = Math.PI/2;
cameraObj.add (cameraBody, lens);
cameraCase = new THREE.Object3D();
cameraCase.add (cameraObj);
cameraCase.position.set (-50, 40, 50);
scene.add (cameraCase);
// manual aiming
cameraCase.rotation.y = -Math.PI/4;
cameraCase.rotation.x = -Math.PI/6;
cameraCase.rotation.order = 'YXZ'
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function keyframe(t) {
var s = ((t - ts) % T) / T;
//console.log(s);
for (var i = 1; i < keys.length; i++) {
if...