UNPKG

threex

Version:

Game Extensions for three.js http://www.threejsgames.com/extensions/

96 lines (81 loc) 3.48 kB
<!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; var splineCamera= new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 ); //var splineCamera= new THREE.AxisHelper(0.5) ////////////////////////////////////////////////////////////////////////////////// // build a curve // ////////////////////////////////////////////////////////////////////////////////// var curve = new THREE.ClosedSplineCurve3([ new THREE.Vector3(-1.5,-0.5, 0), new THREE.Vector3(-1.5, 0.5, 0), new THREE.Vector3( 1.5, 0.5, 0), new THREE.Vector3( 1.5,-0.5, 0), ]) // add an helper scene.add( new THREEx.CurveHelper(curve, 50) ) var geometry = new THREE.TubeGeometry(curve, 30, 0.2, 50, true, true); var tube = geometry var material = new THREE.MeshBasicMaterial({ wireframe: true }) var mesh = new THREE.Mesh(geometry, material) if( geometry.debug ) mesh.add( geometry.debug ); scene.add(mesh) ////////////////////////////////////////////////////////////////////////////////// // move an object along the curve at constant speed // ////////////////////////////////////////////////////////////////////////////////// var cursor = new THREE.AxisHelper(0.5) scene.add( cursor ); updateFcts.push(function(delta, now){ var progress = (0.2 * now) % 1; var point = curve.getPointAt(progress) cursor.position.copy(point) }) // cursor.add(camera) // camera.position.set(0,0,0) // camera.rotation.y = Math.PI ////////////////////////////////////////////////////////////////////////////////// // 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>