UNPKG

threex

Version:

Game Extensions for three.js http://www.threejsgames.com/extensions/

158 lines (145 loc) 4.59 kB
<!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(); 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( 0x606060 ) scene.add( ambientLight) var frontLight = new THREE.DirectionalLight('white', 2) frontLight.position.set(0.5, 0.5, 2) scene.add( frontLight ) var backLight = new THREE.DirectionalLight('white', 0.75*2) backLight.position.set(-0.5, -0.5, -2) scene.add( backLight ) ////////////////////////////////////////////////////////////////////////////////// // Comment // ////////////////////////////////////////////////////////////////////////////////// var models = [ 'armHand', 'bearBlack', 'bearBrown', 'bison', 'black_widow', 'black_widow_scorpion', 'centipede', 'chowchow', 'chowchow_sealSwim', 'cow', 'crab', 'deer', 'drownArm', 'eagle', 'elk', 'fish1', 'fish1_fish2', 'fish2', 'fish3', 'fish4', 'flamingo', 'fox', 'gator', 'goat', 'horse', 'horse_bearBlack', 'hummingbird', 'moose', 'mountainlion', 'owl', 'owl_parrot', 'panther', 'parrot', 'rabbit', 'raccoon', 'raven', 'raven_eagle', 'retreiver', 'retreiver_bearBlack', 'scorpion', 'sealRun', 'sealRun_bearBrown', 'sealSwim', 'shadow2', 'stork', 'stork_flamingo', 'tarbuffaloA', 'tarbuffaloA_tarbuffaloB', 'tarbuffaloB', 'toad', 'toad_treeFrog', 'treefrog', 'vulture', 'vulture_hummingbird', 'wolf', 'wolf_fox' ] var romeUrl = '../rome/deploy/asset_viewer/files/' var url = '../models/horse.js' var url = romeUrl + 'models/animals/armHand.js' var url = romeUrl + 'models/animals/deer.js' var url = romeUrl + 'models/animals/bison.js' var url = romeUrl + 'models/animals/centipede.js' var url = romeUrl + 'models/animals/hummingbird.js' var url = romeUrl + 'models/animals/eagle.js' var url = romeUrl + 'models/animals/mountainlion.js' var url = romeUrl + 'models/animals/rabbit.js' var url = romeUrl + 'models/animals/panther.js' var url = romeUrl + 'models/animals/raven.js' var url = '../output/cow.js' THREEx.RomeModels.load(url, function(mesh){ scene.add(mesh) onRenderFcts.push(function(delta, now){ mesh.updateAnimation( delta*1000 ); }) mesh.scale.multiplyScalar(1/200) // 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>