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  1.  
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="UTF-8">
  6. <title>Three.js チュートリアル1</title>
  7. <script src="/javascripts/Three.js"></script>
  8. <style>
  9. body {
  10. background: #333;
  11. color: black;
  12. font-size: 16em;
  13. }
  14. #canvas {
  15. position: absolute;
  16. left: 0; top: 0; right: 0; bottom: 0;
  17. border: 1px solid gray;
  18. }
  19. </style>
  20. </head>
  21. <body>
  22. Paul<br>Kinlan
  23. <div id=canvas></div>
  24. </body>
  25. <script>
  26. var elem = document.querySelector('#canvas')
  27. , width = elem.clientWidth
  28. , height = elem.clientHeight
  29. var renderer = new THREE.WebGLRenderer({antialias: true});
  30. var speed = 10, ystep = 500, rstep = 25, frames = 200;
  31. renderer.setSize(width, height);
  32.  
  33. elem.appendChild(renderer.domElement);
  34. // renderer.setClearColorHex(0xEEEEEE, 1.0);
  35. renderer.clear();
  36.  
  37. var camera = new THREE.PerspectiveCamera(45, width/height, 1, 10000);
  38. camera.position.y = 1000;
  39. camera.position.x = 20;
  40. camera.position.z = 100;
  41. //camera.position.z = 300;
  42. camera.lookAt({x:0, y:0, z:-1});
  43. var scene = new THREE.Scene();
  44.  
  45.  
  46. for( var i = 0; i < frames; i += 1 ) {
  47. var img = i % 2 === 0 ? "1.jpg" : "2.jpg";
  48. var texture = new THREE.ImageUtils.loadTexture('/images/' + img);
  49.  
  50. var plane = new THREE.Mesh(
  51. new THREE.PlaneGeometry(250, 150),
  52. new THREE.MeshBasicMaterial({map: texture})
  53. // new THREE.MeshBasicMaterial({wireframe: true, color: 0xff0000})
  54. );
  55. plane.position.y = -1 * i * ystep;
  56. plane.position.z = 200 * Math.sin(Math.PI * i * rstep / 360);
  57. plane.position.x = 300 * Math.cos(Math.PI * i * rstep / 2/ 360);
  58. scene.add(plane);
  59. }
  60. renderer.render(scene, camera);
  61.  
  62.  
  63. var c = 0;
  64. var timer = setInterval(function(){
  65. camera.position.y -= (ystep / speed);
  66. var z_ = Math.sin(Math.PI * c * rstep / speed / 360);
  67. var x_ = Math.cos(Math.PI * c * rstep / speed / 2 / 360);
  68.  
  69. // camera.position.x = x_ * 300 + Math.random()* 10;
  70. camera.position.x = x_ * 10 +z_ * 300;
  71. camera.position.z = 50 + c * x_ + x_ * 200;
  72. // camera.lookAt({x: 0, y: 0, z:1});
  73. renderer.render(scene,camera);
  74. c += 1;
  75.  
  76. }, 30);
  77. setTimeout(function(){
  78. clearInterval(timer);
  79. document.querySelector("#canvas").innerHTML = "";
  80. }, 5000);
  81. </script>
  82. </html>
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