threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
94 lines (81 loc) • 3.56 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.js'></script>
<script src='../../../vendor/requirejs/requirejs.js'></script>
<script src='../threex.claraiomaterials.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 updateFcts = [];
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 2;
//////////////////////////////////////////////////////////////////////////////////
// add Lights //
//////////////////////////////////////////////////////////////////////////////////
;(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 geometry = new THREE.SphereGeometry( 1, 32, 16);
// var geometry = new THREE.TorusKnotGeometry( 1-0.15, 0.15, 128, 16);
var material = new THREE.MeshNormalMaterial();
var material = THREEx.ClaraioMaterials.createWhiteSand()
// var material = THREEx.ClaraioMaterials.createLeather()
// var material = THREEx.ClaraioMaterials.createLava()
// var material = THREEx.ClaraioMaterials.createBrushedMetal()
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
updateFcts.push(function(delta, now){
mesh.rotation.x += 0.2 * delta;
mesh.rotation.y += 0.3 * delta;
})
//////////////////////////////////////////////////////////////////////////////////
// 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>