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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.js'></script> <script src='../../../vendor/three.js/examples/js/renderers/CSS3DRenderer.js'></script> <script src='../threex.peppernode.js'></script> <script src='../threex.css3djoint.js'></script> <script src='../threex.basicphysicscontrols.js'></script> <script src='../threex.peppernodedynamiccontrols.js'></script> <body style='margin: 0px; background-color: #333333; overflow: hidden;'> <style> .bond { width : 5px; height : 10px; background : #eee; } </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*3; // declare the rendering loop var onRenderFcts= []; var nodes = [] var nodesControls = [] ;(function(){ // return // build the tree var nodeParent = createNode('nodeParent', 2, null) nodeParent.position.x = -80 var nodeCurrent = createNode('nodeCurrent', 1, nodeParent) nodeCurrent.position.x = +80 var nodeChild1 = createNode('child1', 2, nodeCurrent) nodeChild1.position.x = +150 nodeChild1.position.y = +80 var nodeChild2 = createNode('child2', 2, nodeCurrent) nodeChild2.position.x = +150 nodeChild2.position.y = -80 })() ;(function(){ return; // build the tree var nodeFocus = createNode('nodeFocus', 1, null) var nChildren = 1 var nGrandChildren = 3 for(var i = 0; i < nChildren; i++){ var nodeChild = createNode('child'+i, 2, nodeFocus) nodeChild.position.copy(nodeFocus.position) nodeChild.position.x += (Math.random()-0.5)*400 nodeChild.position.y += (Math.random()-0.5)*400 for(var j = 0; j < nGrandChildren; j++){ var nodeGrandChild = createNode('grandChild'+i+'_'+j, 3, nodeChild) nodeGrandChild.position.copy(nodeChild.position) nodeGrandChild.position.x += (Math.random()-0.5)*200 nodeGrandChild.position.y += (Math.random()-0.5)*200 } } })() ////////////////////////////////////////////////////////////////////////////////// // to comment // ////////////////////////////////////////////////////////////////////////////////// // update the nodes itself onRenderFcts.push(function(delta, now){ nodes.forEach(function(node){ node.update(delta, now) }) }) ////////////////////////////////////////////////////////////////////////////////// // to comment // ////////////////////////////////////////////////////////////////////////////////// function createNode(name, generation, parentNode){ var node = new THREEx.PepperNode(name, generation, scene) node.object3d.userData.node = node node.setParent( parentNode ) nodes.push(node) ////////////////////////////////////////////////////////////////////////////////// // bind dom events // ////////////////////////////////////////////////////////////////////////////////// var domElement = node.object3d.element // if it is clicked on, changet the focus by spreading the generation domElement.addEventListener('click', function(){ node.setGeneration(1, null) }) // change the mouse cursor to show it is clickable domElement.addEventListener('mouseover', function(){ document.body.style.cursor = 'pointer' }) domElement.addEventListener('mouseout', function(){ document.body.style.cursor = 'default' }) // init the controls var controls = new THREEx.PepperNodeDynamicControls(node.object3d) controls.damping.multiplyScalar(0.95) nodesControls.push(controls) node.object3d.userData.controls = controls return node } ////////////////////////////////////////////////////////////////////////////////// // to comment // ////////////////////////////////////////////////////////////////////////////////// setInterval(function(){ nodesControls.forEach(function(controls){ controls.computeForces(nodesControls) }) nodesControls.forEach(function(controls){ controls.applyForces() }) }, 1000/60) ////////////////////////////////////////////////////////////////////////////////// // 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){ return camera.position.x += (mouse.x*512*2 - camera.position.x) * (delta*3) camera.position.y += (mouse.y*512*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>