three.js testbed
with orbitControls, XZgrid, info
HTML
<div id="info">demo page</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer, geometry, material, mesh, light, controls;
init();
animate();
function myCylinder (head, tail, radius) {
var r = radius || 1;
var h = head.distanceTo (tail);
var geometry = new THREE.CylinderGeometry (r,r,h);
var group = new THREE.Object3D();
var mesh = new THREE.Mesh (geometry, new THREE.MeshNormalMaterial());
group.add (mesh);
mesh.position.set (0,h/2,0); // move cylinder to +y, starting from (0,0,0)
// rotate to the due orientation
var v = tail.clone(); // v = tail
v.sub (head).normalize(); // v = norm (tail - head)
var angle = Math.acos (v.dot(new THREE.Vector3(0,1,0)));
var axis= new THREE.Vector3();
axis.crossVectors (new THREE.Vector3(0,1,0), v).normalize();
group.rotateOnAxis (axis, angle);
// translation to head
group.position.copy (head);
return group;
}
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
mesh = myCylinder (new THREE.Vector3 (5,5,5), new THREE.Vector3 (20,20,25));
scene.add(mesh);
light = new THREE.PointLight(0xffffff);
light.position.set(100, 300, 200);
scene.add(light);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
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);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function...