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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 ); renderer.setClearColorHex( 0x000000, 1 ); renderer.shadowMapEnabled = true; var onRenderFcts= []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); camera.position.z = 25; // camera.position.set(0, 2, 14); ////////////////////////////////////////////////////////////////////////////////// // Comment // ////////////////////////////////////////////////////////////////////////////////// var ambient = new THREE.AmbientLight( 0x444444 ); scene.add( ambient ); var light = new THREE.DirectionalLight( 0x4444cc, 5 ); light.position.set( 1, -1, 1 ).normalize(); scene.add( light ); var spotLight = new THREE.SpotLight( 0xFFAA88, 3 ); spotLight.target.position.set( 0, 2, 0 ); spotLight.shadowCameraNear = 0.01; spotLight.castShadow = true; spotLight.shadowDarkness = 0.5; spotLight.shadowCameraVisible = true; scene.add( spotLight ); onRenderFcts.push(function(){ var angle = Date.now()/1000 * Math.PI; spotLight.position.x = Math.cos(angle*-0.1)*15; spotLight.position.y = 8 + Math.sin(angle*0.5)*4; spotLight.position.z = Math.sin(angle*-0.1)*15; }) ////////////////////////////////////////////////////////////////////////////////// // Comment // ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.TorusKnotGeometry(25, 8, 75, 20); var texture = THREE.ImageUtils.loadTexture( "images/water.jpg" ); texture.repeat.set( 0.7, 1 ); texture.wrapS = texture.wrapT = THREE.RepeatWrapping; var material = new THREE.MeshPhongMaterial({ ambient : 0x444444, color : 0x8844AA, shininess : 300, specular : 0x33AA33, shading : THREE.SmoothShading, map : texture }); var torusKnot = new THREE.Mesh( geometry, material ); torusKnot.scale.multiplyScalar(1/18); torusKnot.position.y = 4; scene.add( torusKnot ); onRenderFcts.push(function(){ torusKnot.rotation.x += 0.005; torusKnot.rotation.y += 0.03; torusKnot.rotation.z += 0.02; }) torusKnot.castShadow = true; torusKnot.receiveShadow = false; ////////////////////////////////////////////////////////////////////////////////// // Ground ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.CubeGeometry( 10, 0.2, 10); var texture = THREE.ImageUtils.loadTexture( "images/water.jpg" ); texture.repeat.set( 0.5, 0.8 ); texture.wrapS = texture.wrapT = THREE.RepeatWrapping; var material = new THREE.MeshPhongMaterial({ ambient : 0x444444, color : 0x66aa66, shininess : 150, specular : 0x888888, shading : THREE.SmoothShading, map : texture }); var ground = new THREE.Mesh( geometry, material ); ground.scale.multiplyScalar(3); ground.position.y = -0.5/2; scene.add( ground ); ground.castShadow = false; ground.receiveShadow = true; ////////////////////////////////////////////////////////////////////////////////// // 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*40 - camera.position.x) * (delta*3) camera.position.y += (mouse.y*10 - camera.position.y + 4) * (delta*3) // limit camera position to avoid showing shadow on backface camera.position.y = Math.max(camera.position.y, 3); camera.lookAt( scene.position ) }) ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// onRenderFcts.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 onRenderFcts.forEach(function(onRenderFct){ onRenderFct(deltaMsec/1000, nowMsec/1000) }) }) </script></body> renderer.shadowMapEnabled = true;