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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> <div id='buttons' style='position: absolute'></div> <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( 0x606060 ) 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 ) ////////////////////////////////////////////////////////////////////////////////// // List All Models // ////////////////////////////////////////////////////////////////////////////////// var modelNames = [ 'armHand', 'bearBlack', 'bearBrown', 'bison', 'black_widow', 'centipede', 'chowchow', 'cow', 'crab', 'deer', 'drownArm', 'eagle', 'elk', 'fish1', 'fish2', 'fish3', 'fish4', 'flamingo', 'fox', 'gator', 'goat', 'horse', 'hummingbird', 'moose', 'mountainlion', 'owl', 'panther', 'parrot', 'rabbit', 'raccoon', 'raven', 'retreiver', 'scorpion', 'sealRun', 'sealSwim', 'shadow2', 'stork', 'tarbuffaloA', 'tarbuffaloB', 'toad', 'treefrog', 'vulture', 'wolf'] var mesh; onRenderFcts.push(function(delta, now){ if( mesh === undefined ) return mesh.updateAnimation( delta*1000 ); mesh.rotation.y += delta * Math.PI*2 * -0.1 }) function switchValue(modelName){ var url = '../models/'+modelName+'.js' THREEx.RomeModels.load(url, function(newMesh){ if( mesh && mesh.parent ) mesh.parent.remove(mesh) mesh = newMesh mesh.scale.multiplyScalar(1/200) mesh.rotation.y = Math.PI/2 scene.add(mesh) }) } switchValue(modelNames[4]) ////////////////////////////////////////////////////////////////////////////////// // Build all buttons // ////////////////////////////////////////////////////////////////////////////////// modelNames.forEach(function(modelName){ var element = document.createElement('button') element.onclick = function(){ switchValue(this.innerHTML) } element.innerHTML = modelName document.querySelector('#buttons').appendChild(element) }) ////////////////////////////////////////////////////////////////////////////////// // 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>