UNPKG

threex

Version:

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

97 lines (83 loc) 3.58 kB
<!DOCTYPE html> <script src='../../../vendor/three-r67.js/build/three.js'></script> <script src="../../../vendor/three-r67.js/examples/js/Mirror.js"></script> <body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script> var renderer = new THREE.WebGLRenderer({ antialias : true }); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var onRenderFcts= []; var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); camera.position.z = 3; ////////////////////////////////////////////////////////////////////////////////// // add an object and make it move // ////////////////////////////////////////////////////////////////////////////////// var geometry = new THREE.BoxGeometry( 1, 1, 1); var material = new THREE.MeshNormalMaterial(); var mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); onRenderFcts.push(function(delta, now){ mesh.rotation.x += 1 * delta; mesh.rotation.y += 2 * delta; }) ////////////////////////////////////////////////////////////////////////////////// // Comment // ////////////////////////////////////////////////////////////////////////////////// var wallMesh = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10 ), new THREE.MeshNormalMaterial() ); wallMesh.position.z = -2 scene.add( wallMesh ); ////////////////////////////////////////////////////////////////////////////////// // Mirror // ////////////////////////////////////////////////////////////////////////////////// var mirror = new THREE.Mirror(renderer, camera, { // clipBias : 0.003, color : 0x889999, textureWidth : 1024, textureHeight : 1024, }); onRenderFcts.push(function(delta){ mirror.render(); }) var mirrorMesh = new THREE.Mesh( new THREE.CircleGeometry( 1,32), mirror.material ); mirrorMesh.add( mirror ); mirrorMesh.scale.set(1,2,1) mirrorMesh.position.z = +0.001 // bias to avoid z-fighting wallMesh.add( mirrorMesh ); ////////////////////////////////////////////////////////////////////////////////// // 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 ); }) ////////////////////////////////////////////////////////////////////////////////// // 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>