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myojs

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JavaScript/ES2015/ES6 client for the Thalmic Labs Myo

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<!DOCTYPE html> <html lang="en"> <head> <title>Minecraft</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { color: #61443e; font-family:Monospace; font-size:13px; text-align:center; /* background-color: #bfd1e5; */ background-color: #ffffff; margin: 0px; overflow: hidden; } a { color: #a06851; } #info { position: absolute; top: 0px; width: 100%; padding: 5px; } #oldie { background:rgb(100,0,0) !important; color:#fff !important; margin-top:10em !important; } #oldie a { color:#fff } </style> </head> <body> <div id="container"><br /><br /><br /><br /><br />Generating world...</div> <script src="lib/three.js"></script> <script src="lib/MyoControls.js"></script> <script src="lib/ImprovedNoise.js"></script> <script src="lib/Detector.js"></script> <script src="../build/myojs.min.js"></script> <script> if ( ! Detector.webgl ) { Detector.addGetWebGLMessage(); document.getElementById( 'container' ).innerHTML = ""; } var fogExp2 = true; var container; var camera, controls, scene, renderer; var mesh, mat; var worldWidth = 200, worldDepth = 200, worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2, data = generateHeight( worldWidth, worldDepth ); var clock = new THREE.Clock(); var quaternion = new THREE.Quaternion(); init(); initMyo(); animate(); function initMyo() { hub = Myo.Hub(); hub.on('frame', function(frame) { quaternion.x = frame.rotation.y; quaternion.y = frame.rotation.z; quaternion.z = -frame.rotation.x; quaternion.w = frame.rotation.w; if(frame.pose) { switch(frame.pose.type) { case frame.pose.POSE_FIST: controls.moveForward = true; controls.moveBackward = false; break; case frame.pose.POSE_FINGERS_SPREAD: controls.moveForward = false; controls.moveBackward = false; break; } } }); } function init() { container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 20000 ); camera.position.y = getY( worldHalfWidth, worldHalfDepth ) * 100 + 100; controls = new THREE.MyoControls( camera ); controls.movementSpeed = 1000; controls.lookSpeed = 0.125; controls.lookVertical = true; controls.constrainVertical = true; controls.verticalMin = 1.1; controls.verticalMax = 2.2; scene = new THREE.Scene(); scene.fog = new THREE.FogExp2( 0xffffff, 0.00015 ); // sides var light = new THREE.Color( 0xffffff ); var shadow = new THREE.Color( 0x505050 ); var matrix = new THREE.Matrix4(); var pxGeometry = new THREE.PlaneGeometry( 100, 100 ); pxGeometry.faces[ 0 ].vertexColors.push( light, shadow, light ); pxGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light ); pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5; pxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5; pxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5; pxGeometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) ); pxGeometry.applyMatrix( matrix.makeTranslation( 50, 0, 0 ) ); var nxGeometry = new THREE.PlaneGeometry( 100, 100 ); nxGeometry.faces[ 0 ].vertexColors.push( light, shadow, light ); nxGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light ); nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5; nxGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5; nxGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5; nxGeometry.applyMatrix( matrix.makeRotationY( - Math.PI / 2 ) ); nxGeometry.applyMatrix( matrix.makeTranslation( - 50, 0, 0 ) ); var pyGeometry = new THREE.PlaneGeometry( 100, 100 ); pyGeometry.faces[ 0 ].vertexColors.push( light, light, light ); pyGeometry.faces[ 1 ].vertexColors.push( light, light, light ); pyGeometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5; pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5; pyGeometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5; pyGeometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) ); pyGeometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) ); var py2Geometry = new THREE.PlaneGeometry( 100, 100 ); py2Geometry.faces[ 0 ].vertexColors.push( light, light, light ); py2Geometry.faces[ 1 ].vertexColors.push( light, light, light ); py2Geometry.faceVertexUvs[ 0 ][ 0 ][ 1 ].y = 0.5; py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 0 ].y = 0.5; py2Geometry.faceVertexUvs[ 0 ][ 1 ][ 1 ].y = 0.5; py2Geometry.applyMatrix( matrix.makeRotationX( - Math.PI / 2 ) ); py2Geometry.applyMatrix( matrix.makeRotationY( Math.PI / 2 ) ); py2Geometry.applyMatrix( matrix.makeTranslation( 0, 50, 0 ) ); var pzGeometry = new THREE.PlaneGeometry( 100, 100 ); pzGeometry.faces[ 0 ].vertexColors.push( light, shadow, light ); pzGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light ); pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5; pzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5; pzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5; pzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, 50 ) ); var nzGeometry = new THREE.PlaneGeometry( 100, 100 ); nzGeometry.faces[ 0 ].vertexColors.push( light, shadow, light ); nzGeometry.faces[ 1 ].vertexColors.push( shadow, shadow, light ); nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 0 ].y = 0.5; nzGeometry.faceVertexUvs[ 0 ][ 0 ][ 2 ].y = 0.5; nzGeometry.faceVertexUvs[ 0 ][ 1 ][ 2 ].y = 0.5; nzGeometry.applyMatrix( matrix.makeRotationY( Math.PI ) ); nzGeometry.applyMatrix( matrix.makeTranslation( 0, 0, - 50 ) ); // var geometry = new THREE.Geometry(); var dummy = new THREE.Mesh(); for ( var z = 0; z < worldDepth; z ++ ) { for ( var x = 0; x < worldWidth; x ++ ) { var h = getY( x, z ); dummy.position.x = x * 100 - worldHalfWidth * 100; dummy.position.y = h * 100; dummy.position.z = z * 100 - worldHalfDepth * 100; var px = getY( x + 1, z ); var nx = getY( x - 1, z ); var pz = getY( x, z + 1 ); var nz = getY( x, z - 1 ); var pxpz = getY( x + 1, z + 1 ); var nxpz = getY( x - 1, z + 1 ); var pxnz = getY( x + 1, z - 1 ); var nxnz = getY( x - 1, z - 1 ); var a = nx > h || nz > h || nxnz > h ? 0 : 1; var b = nx > h || pz > h || nxpz > h ? 0 : 1; var c = px > h || pz > h || pxpz > h ? 0 : 1; var d = px > h || nz > h || pxnz > h ? 0 : 1; if ( a + c > b + d ) { dummy.geometry = py2Geometry; var colors = dummy.geometry.faces[ 0 ].vertexColors; colors[ 0 ] = b === 0 ? shadow : light; colors[ 1 ] = c === 0 ? shadow : light; colors[ 2 ] = a === 0 ? shadow : light; var colors = dummy.geometry.faces[ 1 ].vertexColors; colors[ 0 ] = c === 0 ? shadow : light; colors[ 1 ] = d === 0 ? shadow : light; colors[ 2 ] = a === 0 ? shadow : light; } else { dummy.geometry = pyGeometry; var colors = dummy.geometry.faces[ 0 ].vertexColors; colors[ 0 ] = a === 0 ? shadow : light; colors[ 1 ] = b === 0 ? shadow : light; colors[ 2 ] = d === 0 ? shadow : light; var colors = dummy.geometry.faces[ 1 ].vertexColors; colors[ 0 ] = b === 0 ? shadow : light; colors[ 1 ] = c === 0 ? shadow : light; colors[ 2 ] = d === 0 ? shadow : light; } dummy.updateMatrix(); geometry.merge(dummy.geometry, dummy.matrix); if ( ( px != h && px != h + 1 ) || x == 0 ) { dummy.geometry = pxGeometry; var colors = dummy.geometry.faces[ 0 ].vertexColors; colors[ 0 ] = pxpz > px && x > 0 ? shadow : light; colors[ 2 ] = pxnz > px && x > 0 ? shadow : light; var colors = dummy.geometry.faces[ 1 ].vertexColors; colors[ 2 ] = pxnz > px && x > 0 ? shadow : light; dummy.updateMatrix(); geometry.merge(dummy.geometry, dummy.matrix); } if ( ( nx != h && nx != h + 1 ) || x == worldWidth - 1 ) { dummy.geometry = nxGeometry; var colors = dummy.geometry.faces[ 0 ].vertexColors; colors[ 0 ] = nxnz > nx && x < worldWidth - 1 ? shadow : light; colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light; var colors = dummy.geometry.faces[ 1 ].vertexColors; colors[ 2 ] = nxpz > nx && x < worldWidth - 1 ? shadow : light; dummy.updateMatrix(); geometry.merge(dummy.geometry, dummy.matrix); } if ( ( pz != h && pz != h + 1 ) || z == worldDepth - 1 ) { dummy.geometry = pzGeometry; var colors = dummy.geometry.faces[ 0 ].vertexColors; colors[ 0 ] = nxpz > pz && z < worldDepth - 1 ? shadow : light; colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light; var colors = dummy.geometry.faces[ 1 ].vertexColors; colors[ 2 ] = pxpz > pz && z < worldDepth - 1 ? shadow : light; dummy.updateMatrix(); geometry.merge(dummy.geometry, dummy.matrix); } if ( ( nz != h && nz != h + 1 ) || z == 0 ) { dummy.geometry = nzGeometry; var colors = dummy.geometry.faces[ 0 ].vertexColors; colors[ 0 ] = pxnz > nz && z > 0 ? shadow : light; colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light; var colors = dummy.geometry.faces[ 1 ].vertexColors; colors[ 2 ] = nxnz > nz && z > 0 ? shadow : light; dummy.updateMatrix(); geometry.merge(dummy.geometry, dummy.matrix); } } } var texture = THREE.ImageUtils.loadTexture( 'textures/minecraft/atlas.png' ); texture.magFilter = THREE.NearestFilter; texture.minFilter = THREE.LinearMipMapLinearFilter; var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: texture, ambient: 0xbbbbbb, vertexColors: THREE.VertexColors } ) ); scene.add( mesh ); var ambientLight = new THREE.AmbientLight( 0xcccccc ); scene.add( ambientLight ); var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 ); directionalLight.position.set( 1, 1, 0.5 ).normalize(); scene.add( directionalLight ); renderer = new THREE.WebGLRenderer(); renderer.setClearColor( 0xffffff ); renderer.setSize( window.innerWidth, window.innerHeight ); container.innerHTML = ""; container.appendChild( renderer.domElement ); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); controls.handleResize(); } function loadTexture( path, callback ) { var image = new Image(); image.onload = function () { callback(); }; image.src = path; return image; } function generateHeight( width, height ) { var data = [], perlin = new ImprovedNoise(), size = width * height, quality = 2, z = Math.random() * 100; for ( var j = 0; j < 4; j ++ ) { if ( j == 0 ) for ( var i = 0; i < size; i ++ ) data[ i ] = 0; for ( var i = 0; i < size; i ++ ) { var x = i % width, y = ( i / width ) | 0; data[ i ] += perlin.noise( x / quality, y / quality, z ) * quality; } quality *= 4 } return data; } function getY( x, z ) { return ( data[ x + z * worldWidth ] * 0.2 ) | 0; } // function animate() { requestAnimationFrame( animate ); render(); } function render() { controls.update( clock.getDelta(), quaternion ); renderer.render( scene, camera ); } </script> </body> </html>