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debug-js-html-elements.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Debug - HTML Elements</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
#debug {
position: absolute;
left: 1em;
top: 1em;
padding: 1em;
background: rgba(0, 0, 0, 0.9);
color: white;
font-family: monospace;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="debug">
<div>x:<span id="x"></span></div>
<div>y:<span id="y"></span></div>
<div>z:<span id="z"></span></div>
</div>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 50;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 20;
const scene = new THREE.Scene();
scene.background = new THREE.Color( 'red' );
const geometry = new THREE.SphereGeometry();
const material = new THREE.MeshBasicMaterial( { color: 'yellow' } );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
const xElem = document.querySelector( '#x' );
const yElem = document.querySelector( '#y' );
const zElem = document.querySelector( '#z' );
function render( time ) {
time *= 0.001; // convert to seconds
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
mesh.position.set(
Math.sin( time * 1.2 ) * 5,
Math.sin( time * 1.1 ) * 5,
Math.sin( time * 1.3 ) * 10,
);
xElem.textContent = mesh.position.x.toFixed( 3 );
yElem.textContent = mesh.position.y.toFixed( 3 );
zElem.textContent = mesh.position.z.toFixed( 3 );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>