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このコードでbgの色を変更するにはどうすればいいですか? (コーディング学ぼうとデザイナー)あなたはシーンの背景色を設定することができますthree.jsでこのコードでbgの色を変更するにはどうすればよいですか? (コーディングを学ぶデザイナー)
<script src="https://cdn.rawgit.com/mrdoob/three.js/fdefb19b/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/fdefb19b/examples/js/renderers/Projector.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/fdefb19b/examples/js/renderers/CSS3DRenderer.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/r16/Stats.min.js"></script>
<script>
var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
var container, stats;
var camera, scene, renderer;
var particles, particle, count = 0;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth/2;
var windowHalfY = window.innerHeight/2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.z = 1000;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.SpriteCanvasMaterial({
color: 0xff0000,
program: function (context) {
context.beginPath();
context.arc(0, 0, 0.5, 0, PI2, true);
context.fill();
}
});
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix ++) {
for (var iy = 0; iy < AMOUNTY; iy ++) {
particle = particles[ i ++ ] = new THREE.Sprite(material);
particle.position.x = ix * SEPARATION - ((AMOUNTX * SEPARATION)/2);
particle.position.z = iy * SEPARATION - ((AMOUNTY * SEPARATION)/2);
scene.add(particle);
}
}
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth/2;
windowHalfY = window.innerHeight/2;
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (- mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
var i = 0;
for (var ix = 0; ix < AMOUNTX; ix ++) {
for (var iy = 0; iy < AMOUNTY; iy ++) {
particle = particles[ i++ ];
particle.position.y = (Math.sin((ix + count) * 0.3) * 50) +
(Math.sin((iy + count) * 0.5) * 50);
particle.scale.x = particle.scale.y = (Math.sin((ix + count) * 0.3) + 1) * 4 +
(Math.sin((iy + count) * 0.5) + 1) * 4;
}
}
renderer.render(scene, camera);
count += 0.1;
}
</script>