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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: #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>