<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.js"></script>
<script data-name="orbitControls.js">
/**
* @author qiao / https://github.com/qiao
* @author mrdoob / http://mrdoob.com
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author erich666 / http://erichaines.com
*/
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
// Orbit - left mouse / touch: one finger move
// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
// Pan - right mouse, or arrow keys / touch: three finger swipe
THREE.OrbitControls = function(object, domElement) {
this.object = object;
this.domElement = (domElement !== undefined) ? domElement : document;
// Set to false to disable this control
this.enabled = true;
// "target" sets the location of focus, where the object orbits around
this.target = new THREE.Vector3();
// How far you can dolly in and out ( PerspectiveCamera only )
this.minDistance = 0;
this.maxDistance = Infinity;
// How far you can zoom in and out ( OrthographicCamera only )
this.minZoom = 0;
this.maxZoom = Infinity;
// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians
// How far you can orbit horizontally, upper and lower limits.
// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
this.minAzimuthAngle = -Infinity; // radians
this.maxAzimuthAngle = Infinity; // radians
// Set to true to enable damping (inertia)
// If damping is enabled, you must call controls.update() in your animation loop
this.enableDamping = false;
this.dampingFactor = 0.25;
// This option actually...
JavaScript
var container, stats;
var camera, scene, renderer, mesh, mixer;
var uniforms1, uniforms2;
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 4;
scene = new THREE.Scene();
var geometry = new THREE.PlaneGeometry( 2.3,2.3 );
uniforms1 = {
frame: { value: 1.0 },
resolution: { value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms1,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
mesh = new THREE.Mesh( geometry, material );
mesh.materialDotUniformsDotFrame = material.uniforms.frame;
var track = new THREE.NumberKeyframeTrack( '.materialDotUniformsDotFrame[value]', [ 0, 1, 2 ], [ 1, 0, 1 ] );
var clip = new THREE.AnimationClip( 'Action', 3, [ track ] );
mixer = new THREE.AnimationMixer( mesh );
var clipAction = mixer.clipAction( clip );
clipAction.play();
scene.add( mesh );
renderer = new THREE.WebGLRenderer({alpha:true});
renderer.setClearColor(0x000000,0)
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', render);
}
function onWindowResize( event ) {
uniforms1.resolution.value.x = window.innerWidth;
uniforms1.resolution.value.y = window.innerHeight;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var delta = clock.getDelta();
...
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