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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/three.js'></script> <script src='../threex.romemodels.js'></script> <body style='margin: 0px; overflow: hidden;'><script> // setup webgl renderer full page var renderer = new THREE.WebGLRenderer({ antialias : true }); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setClearColor( 0xbbbbbb ); 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; // 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 ) ////////////////////////////////////////////////////////////////////////////////// // Comment // ////////////////////////////////////////////////////////////////////////////////// THREEx.RomeModels.loadHorse(function(mesh){ scene.add(mesh) onRenderFcts.push(function(delta, now){ mesh.updateAnimation( delta*1000 ); }) mesh.position.y = -1 mesh.rotation.y = Math.PI/2 }) THREEx.RomeModels.loadParrot(function(mesh){ scene.add(mesh) onRenderFcts.push(function(delta, now){ mesh.updateAnimation( delta*1000 ); }) // remove smoothness if needed // mesh.material.morphNormals = false mesh.position.x = -1 mesh.position.y = 0.5 mesh.rotation.y = Math.PI/2 }) THREEx.RomeModels.loadFlamingo(function(mesh){ scene.add(mesh) onRenderFcts.push(function(delta, now){ mesh.updateAnimation( delta*1000 ); }) mesh.position.y = 0.5 mesh.rotation.y = Math.PI/2 }) THREEx.RomeModels.loadStork(function(mesh){ scene.add(mesh) onRenderFcts.push(function(delta, now){ mesh.updateAnimation( delta*1000 ); }) mesh.position.x = +1 mesh.position.y = 0.5 mesh.rotation.y = Math.PI/2 }) ////////////////////////////////////////////////////////////////////////////////// // 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*5 - 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>