myojs
Version:
JavaScript/ES2015/ES6 client for the Thalmic Labs Myo
409 lines (284 loc) • 12.7 kB
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) ;
color:#fff ;
margin-top:10em ;
}
#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>