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threex.videotexture

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<!DOCTYPE html> <script src='vendor/three.js/build/three.min.js'></script> <script src='../threex.videotexture.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 updateFcts = []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 ); camera.position.z = 3; ////////////////////////////////////////////////////////////////////////////////// // add an object and make it move // ////////////////////////////////////////////////////////////////////////////////// // trick to work around bugs in the video loop // NOTE: this may not work because .currentTime and .duration are float and the equality would fail // - possible other workaround from @pyalot: test if .currentTime is always increasing updateFcts.push(function(delta, now){ var videoElement = videoTexture.video if( videoElement.currentTime === videoElement.duration ){ videoElement.src = videoElement.src } }) // create the videoTexture var url = 'videos/sintel.ogv' var videoTexture= new THREEx.VideoTexture(url) updateFcts.push(function(delta, now){ videoTexture.update(delta, now) }) // use the texture in a THREE.Mesh var geometry = new THREE.CubeGeometry(1,1,1); var material = new THREE.MeshBasicMaterial({ map : videoTexture.texture }); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); updateFcts.push(function(delta, now){ mesh.rotation.x += 1 * delta; mesh.rotation.y += 2 * delta; }) ////////////////////////////////////////////////////////////////////////////////// // 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) updateFcts.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 // ////////////////////////////////////////////////////////////////////////////////// updateFcts.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 updateFcts.forEach(function(updateFn){ updateFn(deltaMsec/1000, nowMsec/1000) }) }) </script></body>