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misc_controls_deviceorientation.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - controls - deviceorientation</title>
<meta charset="utf-8">
<meta name="viewport" content="user-scalable=no, initial-scale=1">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
font-weight: bold;
text-align:center;
box-sizing: border-box;
}
a {
color: #ff8800;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - equirectangular panorama demo with DeviceOrientation controls.
photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank" rel="noopener">Jón Ragnarsson</a>.
</div>
<script src="../build/three.js"></script>
<script src="js/controls/DeviceOrientationControls.js"></script>
<script>
var camera, scene, renderer, controls;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
controls = new THREE.DeviceOrientationControls( camera );
scene = new THREE.Scene();
var geometry = new THREE.SphereBufferGeometry( 500, 60, 40 );
// invert the geometry on the x-axis so that all of the faces point inward
geometry.scale( - 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {
map: new THREE.TextureLoader().load( 'textures/2294472375_24a3b8ef46_o.jpg' )
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var helperGeometry = new THREE.BoxBufferGeometry( 100, 100, 100, 4, 4, 4 );
var helperMaterial = new THREE.MeshBasicMaterial( { color: 0xff00ff, wireframe: true } );
var helper = new THREE.Mesh( helperGeometry, helperMaterial );
scene.add( helper );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function animate() {
window.requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
</script>
</body>
</html>