threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
119 lines (104 loc) • 4.52 kB
HTML
<!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>