DAT simple
with orbitControls, XZgrid, info
HTML
<div id="info">DAT-gui demo page</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://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.min.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
#gui {
position: absolute;
top: 40px;
left: 20px;
height: 350px;
}
JavaScript
var camera, scene, renderer, geometry, material, mesh, light, controls;
var angle = 0;
var gcontrols;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
geometry = new THREE.BoxGeometry(100, 20, 20);
material = new THREE.MeshLambertMaterial();
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
light = new THREE.PointLight(0xffffff);
light.position.set(100, 300, 200);
scene.add(light);
var gridXZ = new THREE.GridHelper(200, 20, 'red', 'white');
scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
// building a "gcontrol" object
/*
gcontrols = new function () {
this.speed = 1.2;
this.turn = false;
}
*/
// fraction digits display has to do with
// the initial values
// if positive (>0): then display as fraction
// if non-positive (<=0) then display as integer
gcontrols = {
speed:0.5,
turn:false,
x:10,
y:20
};
var gui = new dat.GUI();
gui.domElement.id = 'gui';
gui.add(gcontrols, 'speed', -1.5, 1.5);
gui.add(gcontrols, 'turn');
gui.add(gcontrols, 'x',-50,50);
gui.add(gcontrols, 'y',-100,100);
}
function animate() {
controls.update();
if (gcontrols.turn) angle += 0.01*gcontrols.speed;
mesh.rotation.y = angle;
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}