threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
174 lines (140 loc) • 5.73 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.js'></script>
<script src='../../../vendor/three.js/examples/js/renderers/CSS3DRenderer.js'></script>
<body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'>
<style>
.bond {
width: 5px;
height: 10px;
background: #eee;
display: block;
}
</style>
<script>
// setup webgl renderer full page
var renderer = new THREE.CSS3DRenderer();
// var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight )
// document.body.appendChild( renderer.domElement )
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 = 250;
// declare the rendering loop
var onRenderFcts= [];
var domElement = document.createElement( 'img' );
domElement.src = 'css3d_molecules/images/ball.png';
var srcObject = new THREE.CSS3DSprite( domElement );
srcObject.position.set(+80,50,0 );
scene.add( srcObject );
var domElement = document.createElement( 'img' );
domElement.src = 'css3d_molecules/images/ball.png';
var dstObject = new THREE.CSS3DSprite( domElement );
dstObject.position.set(-80,0,0 );
scene.add( dstObject );
;(function(){
return
var srcPosition = srcObject.position
var dstPosition = dstObject.position
// srcPosition.multiplyScalar( 75 );
// dstPosition.multiplyScalar( 75 );
var tmpVec1 = new THREE.Vector3
var tmpVec2 = new THREE.Vector3
var tmpVec3 = new THREE.Vector3
var tmpVec4 = new THREE.Vector3
tmpVec1.subVectors( dstPosition, srcPosition );
var bondLength = tmpVec1.length();
var bond = document.createElement( 'div' );
bond.className = "bond";
bond.style.height = (bondLength-55) + "px";
console.log('bondLength', bondLength)
var object = new THREE.CSS3DObject( bond );
object.position.copy( srcPosition ).add( dstPosition ).multiplyScalar(0.5)
console.dir(object)
object.userData.bondLengthShort = (bondLength-55) + "px";
object.userData.bondLengthFull = bondLength + "px";
//
var axis = tmpVec2.set( 0, 1, 0 ).cross( tmpVec1 );
var radians = Math.acos( tmpVec3.set( 0, 1, 0 ).dot( tmpVec4.copy( tmpVec1 ).normalize() ) );
// setup rotation
var objMatrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
object.matrix = objMatrix;
object.rotation.setFromRotationMatrix( object.matrix, object.rotation.order );
// object.matrixAutoUpdate = false;
// object.updateMatrix();
scene.add( object )
// add another one with Math.PI/2 thus it appears as a tube
})()
var THREEx = THREEx || {}
THREEx.CSS3DJoint = function(srcPosition, dstPosition, margin){
this.object3d = new THREE.Object3D()
var domElement = document.createElement( 'div' );
domElement.className = "bond";
var objectBlade1= new THREE.CSS3DObject( domElement );
this.object3d.add(objectBlade1)
// var domElement = document.createElement( 'div' );
// domElement.className = "bond";
// var objectBlade2= new THREE.CSS3DObject( domElement );
// this.object3d.add(objectBlade2)
var tmpVec1 = new THREE.Vector3
var tmpVec2 = new THREE.Vector3
var tmpVec3 = new THREE.Vector3
var tmpVec4 = new THREE.Vector3
this.update = function(){
var objectCSS3d = objectBlade1
tmpVec1.subVectors( dstPosition, srcPosition );
var bondLength = tmpVec1.length();
var domElement = objectCSS3d.element
domElement.style.height = (bondLength-margin) + "px";
objectCSS3d.position.copy( srcPosition ).add( dstPosition ).multiplyScalar(0.5)
//
var axis = tmpVec2.set( 0, 1, 0 ).cross( tmpVec1 );
var radians = Math.acos( tmpVec3.set( 0, 1, 0 ).dot( tmpVec4.copy( tmpVec1 ).normalize() ) );
// setup rotation
var matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
objectCSS3d.matrix = matrix;
objectCSS3d.rotation.setFromRotationMatrix( objectCSS3d.matrix, objectCSS3d.rotation.order );
}
}
var css3DJoint = new THREEx.CSS3DJoint(srcObject.position, dstObject.position, 50)
scene.add( css3DJoint.object3d )
// onRenderFcts.push(function(delta, now){
css3DJoint.update()
// })
//////////////////////////////////////////////////////////////////////////////////
// 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*512 - camera.position.x) * (delta*3)
camera.position.y += (mouse.y*512 - 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>