threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
79 lines (68 loc) • 2.94 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.min.js'></script>
<script src='./threex.curvehelper.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;
//////////////////////////////////////////////////////////////////////////////////
// build a curve //
//////////////////////////////////////////////////////////////////////////////////
var curve = new THREE.ClosedSplineCurve3([
new THREE.Vector3(-0.5,-0.5, 0),
new THREE.Vector3(-0.5, 0.5, 0),
new THREE.Vector3( 0.5, 0.5, 0),
new THREE.Vector3( 0.5,-0.5, 0),
])
// add an helper
scene.add(new THREEx.CurveHelper(curve, 50))
//////////////////////////////////////////////////////////////////////////////////
// move an object along the curve at constant speed //
//////////////////////////////////////////////////////////////////////////////////
var cursor = new THREE.AxisHelper(0.2)
scene.add( cursor );
updateFcts.push(function(delta, now){
var progress = (0.2 * now) % 1;
var point = curve.getPointAt(progress)
cursor.position.copy(point)
})
//////////////////////////////////////////////////////////////////////////////////
// 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>