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threex

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

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<!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>