threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
141 lines (114 loc) • 4.52 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.min.js'></script>
<script src='../birdgeometry.js'></script>
<script src='../boidflocking.js'></script>
<body style='margin: 0px; background-color: #000000; overflow: hidden;'><script>
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var onRenderFcts= [];
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000);
camera.position.z = 400;
//////////////////////////////////////////////////////////////////////////////////
// comment //
//////////////////////////////////////////////////////////////////////////////////
var birds = [];
var boids = [];
var boidBoxW = 400;
var boidBoxH = 250;
var boidBoxD = 300;
var material = new THREE.MeshNormalMaterial({
side : THREE.DoubleSide
});
for( var i = 0; i < 300; i ++ ){
// build boid
var boid = new Boid();
boids.push(boid)
boid.position.x = Math.random() * boidBoxW - boidBoxW/2;
boid.position.y = Math.random() * boidBoxH - boidBoxH/2;
boid.position.z = Math.random() * boidBoxD - boidBoxD/2;
boid.velocity.x = (Math.random()-0.5) * 2;
boid.velocity.y = (Math.random()-0.5) * 2;
boid.velocity.z = (Math.random()-0.5) * 2;
boid.avoidWalls( true );
boid.setWorldSize( boidBoxW, boidBoxH, boidBoxD );
// build bird mesh
var bird = new THREE.Mesh( new BirdGeometry(), material );
birds.push(bird)
bird.scale.multiplyScalar(2)
// setup bird mesh
bird.phase = Math.random() * Math.PI*2;
bird.position = boid.position;
scene.add( bird );
}
// make boid move
onRenderFcts.push(function(delta, now){
for( var i = 0; i < birds.length; i++ ){
var boid = boids[ i ];
// run this boids
boid.run( boids );
var bird = birds[ i ];
// handle fog for birds
//var color = bird.material.color;
//color.r = color.g = color.b = ( 500 - bird.position.z ) / 1000;
// set bird rotation depending on boid.velocity
bird.rotation.y = Math.atan2( - boid.velocity.z, boid.velocity.x );
bird.rotation.z = Math.asin( boid.velocity.y / boid.velocity.length() );
// make the wings moves
bird.phase += Math.max( 0, bird.rotation.z ) + 0.1;
bird.geometry.vertices[ 5 ].y =
bird.geometry.vertices[ 4 ].y = Math.sin( bird.phase ) * 5;
bird.geometry.verticesNeedUpdate = true
}
});
//////////////////////////////////////////////////////////////////////////////////
// comment //
//////////////////////////////////////////////////////////////////////////////////
var geometry = new BirdGeometry()
var material = new THREE.MeshNormalMaterial({
side : THREE.DoubleSide
})
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
mesh.scale.multiplyScalar(1/10)
onRenderFcts.push(function(delta, now){
// mesh.rotation.x += 1 * delta;
// mesh.rotation.y += 2 * 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)
onRenderFcts.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 //
//////////////////////////////////////////////////////////////////////////////////
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>