threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
57 lines (50 loc) • 1.78 kB
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 );
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 3;
var geometry = new THREE.CubeGeometry( 1, 1, 1);
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
/**
* * here the function are hooked in a array of function
* * function are push/removed in the array with normal array function
* * simple as it is very vendor.js
*
* ## how to handle priority
* * possible handling of priority with function wrapper to store the priority ?
* * with a special sort function
* * simpler is to have multiple array per section
* * updateFcts
* * renderUpdateFcts
* * postRenderUpdateFcts
* * i like this one. it is super simple
* *
*/
var updateFcts = [];
updateFcts.push(function(delta, now){
mesh.rotation.x += 1 * delta;
mesh.rotation.y += 0.01;
})
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>