threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
111 lines (94 loc) • 3.57 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.min.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, 100 );
camera.position.z = 3;
;(function(){
// add a ambient light
var light = new THREE.AmbientLight( 0x020202 )
scene.add( light )
// add a light in front
var light = new THREE.DirectionalLight('white', 1)
light.position.set(0.5, 0.5, 2)
scene.add( light )
// add a light behind
var light = new THREE.DirectionalLight('white', 0.75)
light.position.set(-0.5, -0.5, -2)
scene.add( light )
})()
//////////////////////////////////////////////////////////////////////////////////
// add an object and make it move //
//////////////////////////////////////////////////////////////////////////////////
var geometry = new THREE.CubeGeometry( 1, 1, 1);
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 1;
mesh.position.z = -1;
scene.add( mesh );
onRenderFcts.push(function(delta, now){
var angle = now * Math.PI * 2
mesh.position.y = Math.cos(angle)*0.5 + 1
mesh.rotation.y += 0.2 * delta * Math.PI * 2
})
;(function(){
var geometry = new THREE.PlaneGeometry( 10, 10);
var material = new THREE.MeshPhongMaterial({
color : 'cyan',
transparent : true,
opacity : 0.4
});
var mesh = new THREE.Mesh( geometry, material );
mesh.lookAt(new THREE.Vector3(0, 1, 0))
window.planeMesh = mesh;
scene.add( mesh );
})()
//////////////////////////////////////////////////////////////////////////////////
// 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.position.y = 1
camera.lookAt( scene.position )
})
//////////////////////////////////////////////////////////////////////////////////
// render the scene //
//////////////////////////////////////////////////////////////////////////////////
renderer.autoClear = false;
onRenderFcts.push(function(){
scene.scale.y *= -1
camera.scale.y *= -1
mesh.material.side = THREE.BackSide
renderer.render( scene, camera );
scene.scale.y *= -1
camera.scale.y *= -1
mesh.material.side = THREE.FrontSide
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(onRender){
onRender(deltaMsec/1000, nowMsec/1000)
})
})
</script></body>