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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; overflow: hidden;'><script> // setup webgl renderer full page var renderer = new THREE.WebGLRenderer({ antialias : true }); renderer.setClearColor( 0xbbbbbb ); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); // setup a scene and camera var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); camera.position.z = 3; // camera.position.y = 2 camera.lookAt(scene.position) // declare the rendering loop var onRenderFcts= []; ////////////////////////////////////////////////////////////////////////////////// // default 3 points lightning // ////////////////////////////////////////////////////////////////////////////////// var ambientLight= new THREE.AmbientLight( 0x020202 ) scene.add( ambientLight) var frontLight = new THREE.DirectionalLight('white', 1) frontLight.position.set(0.5, 0.5, 2) scene.add( frontLight ) var backLight = new THREE.DirectionalLight('white', 0.75) backLight.position.set(-0.5, -0.5, -2) scene.add( backLight ) ////////////////////////////////////////////////////////////////////////////////// // add an object and make it move ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.CubeGeometry( 1, 1, 1); // var geometry = new THREE.BoxGeometry( 20, 20, 20); // var geometry = new THREE.SphereGeometry(20, 32, 16) // var geometry = new THREE.TorusKnotGeometry(0.5, 0.15) // var geometry = new THREE.TorusKnotGeometry(20, 0.15) var material = new THREE.MeshPhongMaterial({ }); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); ////////////////////////////////////////////////////////////////////////////////// // Comment // ////////////////////////////////////////////////////////////////////////////////// var material = new THREE.MeshBasicMaterial({ color : new THREE.Color(0x0088cc), side : THREE.BackSide, }) var boundary = new THREE.Mesh(geometry, material) mesh.add(boundary) // var radius = geometry.boundingSphere.radius var boundingBox = new THREE.Box3().setFromObject(mesh) var objectHeight= boundingBox.size().y onRenderFcts.push(function(){ // from https://developer.valvesoftware.com/wiki/Field_of_View#FOV_calculations var objectDistance = mesh.position.distanceTo(camera.position) var screenHeight = renderer.domElement.height var yFovInRadians = camera.fov / 180 * Math.PI var objectScreenHeight = screenHeight * objectHeight/(objectDistance * (2*Math.tan(yFovInRadians/2))) // console.log(objectScreenHeight) /** * if height === 250, scale = 1.01 * if height === 25, scale = 1.1 */ var scaleFactor = 0.0025 * (250/objectScreenHeight) var boundaryThickness = 8 boundary.scale.set(1,1,1).multiplyScalar(1 + scaleFactor*boundaryThickness) }) ////////////////////////////////////////////////////////////////////////////////// // 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*500 - 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 ); }) ////////////////////////////////////////////////////////////////////////////////// // Rendering 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>