threex-domevents
Version:
npm Package port of THREEx.DomEvents.js and THREEx.Linkify.js
76 lines (65 loc) • 3.1 kB
HTML
<!DOCTYPE html>
<script src='vendor/three.js/build/three.min.js'></script>
<script src='vendor/three.js/examples/js/renderers/Projector.js'></script>
<script src='../threex.domevents.js'></script>
<script src='../threex.linkify.js'></script>
<body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script>
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var onRenderFcts= [];
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000);
camera.position.z = 3;
//////////////////////////////////////////////////////////////////////////////////
// comment //
//////////////////////////////////////////////////////////////////////////////////
var domEvents = new THREEx.DomEvents(camera, renderer.domElement)
//////////////////////////////////////////////////////////////////////////////////
// add an object and make it move //
//////////////////////////////////////////////////////////////////////////////////
var geometry = new THREE.SphereGeometry( 0.5 )
var material = new THREE.MeshNormalMaterial()
var mesh = new THREE.Mesh( geometry, material )
scene.add( mesh )
//////////////////////////////////////////////////////////////////////////////////
// linkify our cube //
//////////////////////////////////////////////////////////////////////////////////
var url = 'http://jeromeetienne.github.io/threex/'
THREEx.Linkify(domEvents, mesh, url)
//////////////////////////////////////////////////////////////////////////////////
// Camera Controls //
//////////////////////////////////////////////////////////////////////////////////
var mouse = {x : 0, y : 0}
document.addEventListener('mousemove', function(event){
mouse.x = (event.clientX / window.innerWidth ) - 0.5
mouse.y = (event.clientY / window.innerHeight) - 0.5
}, false)
onRenderFcts.push(function(delta, now){
camera.position.x += (mouse.x*5 - camera.position.x) * (delta*3)
camera.position.y += (mouse.y*5 - camera.position.y) * (delta*3)
camera.lookAt( scene.position )
})
//////////////////////////////////////////////////////////////////////////////////
// render the scene //
//////////////////////////////////////////////////////////////////////////////////
onRenderFcts.push(function(){
renderer.render( scene, camera );
})
//////////////////////////////////////////////////////////////////////////////////
// loop runner //
//////////////////////////////////////////////////////////////////////////////////
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
onRenderFcts.forEach(function(onRenderFct){
onRenderFct(deltaMsec/1000, nowMsec/1000)
})
})
</script></body>