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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> <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>