threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
158 lines (145 loc) • 4.59 kB
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>