threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
86 lines (78 loc) • 3.13 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.min.js'></script>
<body style='margin: 0px; background-color: #000; 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;
//////////////////////////////////////////////////////////////////////////////////
// comment //
//////////////////////////////////////////////////////////////////////////////////
// build wayPoints
var wayPoints = [];
for(var i = 0;i < 100; i++){
var position = new THREE.Vector3()
position.x = 2 * (Math.random()-0.5)
position.y = 2 * (Math.random()-0.5)
position.z = 2 * (Math.random()-0.5)
wayPoints.push( position );
}
// build geometry
var geometry = new THREE.Geometry();
var curve = new THREE.ClosedSplineCurve3( wayPoints )
var nSteps = wayPoints.length * 20
for( i = 0; i < nSteps; i++){
var progress = i/nSteps;
geometry.vertices.push( curve.getPointAt(progress) )
geometry.colors.push( new THREE.Color().setHSL( (progress*6)%1, 1.0, 0.5 ) )
}
// close the curve
geometry.vertices.push( geometry.vertices[0] )
geometry.colors.push( geometry.colors[0] )
// build material
var material = new THREE.LineBasicMaterial({
opacity : 0.6,
linewidth : 1,
vertexColors : THREE.VertexColors,
});
var line = new THREE.Line(geometry, material, THREE.LineStrip);
scene.add(line)
//////////////////////////////////////////////////////////////////////////////////
// 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>