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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;'> <h1 style='font-size: 600%; text-align: center;'><br/><br/> <a href='http://mrdoob.github.io/three.js'>three.js</a> is beautiful. </h1> <script> var domZElement = 3 var frontRenderer = new THREE.WebGLRenderer(); frontRenderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( frontRenderer.domElement ); frontRenderer.domElement.style.position = 'absolute' frontRenderer.domElement.style.top = '0px' frontRenderer.domElement.style.left = '0px' frontRenderer.domElement.style.pointerEvents = 'none' frontRenderer.domElement.style.zIndex = 1 var frontCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, domZElement ); frontCamera.position.z = 3 var frontScene = new THREE.Scene(); var backRenderer = new THREE.WebGLRenderer(); backRenderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( backRenderer.domElement ); backRenderer.domElement.style.position = 'absolute' backRenderer.domElement.style.top = '0px' backRenderer.domElement.style.left = '0px' backRenderer.domElement.style.pointerEvents = 'none' backRenderer.domElement.style.zIndex = -1 var backCamera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, domZElement, 1000 ); backCamera.position = frontCamera.position; backCamera.rotation = frontCamera.rotation; backCamera.scale = frontCamera.scale; var backScene = new THREE.Scene(); var updateFcts = []; ////////////////////////////////////////////////////////////////////////////////// // add an object and make it move // ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.TorusGeometry( 1-0.25, 0.25, 32, 32) var material = new THREE.MeshNormalMaterial() var frontMesh = new THREE.Mesh( geometry, material ) frontMesh.rotation.y = Math.PI/2 frontMesh.addEventListener('added', function(event){ var srcObject3d = event.target var geometry = srcObject3d.geometry.clone() var material = srcObject3d.material.clone() var dstObject3d = new THREE.Mesh(geometry, material) srcObject3d.clone(dstObject3d) backScene.add( dstObject3d ); dstObject3d.position = srcObject3d.position dstObject3d.quaternion = srcObject3d.quaternion dstObject3d.scale = srcObject3d.scale console.assert(frontMesh.userData.backClone === undefined) frontMesh.userData.backClone = dstObject3d }) frontScene.add( frontMesh ); updateFcts.push(function(delta, now){ frontMesh.position.x = Math.cos(0.5 * now * Math.PI*2)*2 // frontMesh.position.z = Math.cos(0.5 * now * Math.PI*2)*3 frontMesh.scale.set(1,1,1).multiplyScalar(1 + 0.2 * Math.sin(Math.PI + 1 * now * Math.PI*2)*3) }) ////////////////////////////////////////////////////////////////////////////////// // render the scene // ////////////////////////////////////////////////////////////////////////////////// updateFcts.push(function(){ frontRenderer.render( frontScene, frontCamera ) }) updateFcts.push(function(){ backRenderer.render( backScene, backCamera ) }) ////////////////////////////////////////////////////////////////////////////////// // 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>