threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
144 lines (118 loc) • 4.42 kB
HTML
<html>
<head>
<title>learningthree.js boiler plate for three.js</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="vendor/three.js/Three.js"></script>
<script src="vendor/three.js/Detector.js"></script>
<!-- https://github.com/mrdoob/stats.js -->
<script src="vendor/three.js/Stats.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.js"></script>
<script src="vendor/threex/THREEx.screenshot.js"></script>
<script src="vendor/threex/THREEx.FullScreen.js"></script>
<script src="vendor/threex/THREEx.WindowResize.js"></script>
<script src="vendor/threex.dragpancontrols.js"></script>
<script src="THREE.plugins.js"></script>
<script>
// note: this may/should be done inside three.js
THREE.Plugins.mixin(THREE.Geometry);
</script>
<script src="three.geometry.toolbox.js"></script>
<link href="css/main.css" rel="stylesheet"/>
</head>
<body>
<!-- three.js container -->
<div id="container"></div>
<!-- info on screen display -->
<div id="info">
<div class="top">
<a href="http://learningthreejs.com/blog/2011/12/20/boilerplate-for-three-js/" target="_blank">LearningThree.js</a>
boiler plate for
<a href="https://github.com/mrdoob/three.js/" target="_blank">three.js</a>
</div>
<div class="bottom" id="inlineDoc" >
- <i>p</i> for screenshot
</div>
</div>
<script type="text/javascript">
var stats, scene, renderer;
var camera, cameraControl;
if( !init() ) animate();
// init the scene
function init(){
if( Detector.webgl ){
renderer = new THREE.WebGLRenderer({
antialias : true, // to get smoother output
preserveDrawingBuffer : true // to allow screenshot
});
renderer.setClearColorHex( 0xBBBBBB, 1 );
// uncomment if webgl is required
//}else{
// Detector.addGetWebGLMessage();
// return true;
}else{
renderer = new THREE.CanvasRenderer();
}
renderer.setSize( window.innerWidth, window.innerHeight );
document.getElementById('container').appendChild(renderer.domElement);
// add Stats.js - https://github.com/mrdoob/stats.js
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
document.body.appendChild( stats.domElement );
// create a scene
scene = new THREE.Scene();
// put a camera in the scene
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set(0, 0, 5);
scene.add(camera);
// create a camera contol
cameraControls = new THREEx.DragPanControls(camera)
// transparently support window resize
THREEx.WindowResize.bind(renderer, camera);
// allow 'p' to make screenshot
THREEx.Screenshot.bindKey(renderer);
// allow 'f' to go fullscreen where this feature is supported
if( THREEx.FullScreen.available() ){
THREEx.FullScreen.bindKey();
document.getElementById('inlineDoc').innerHTML += "- <i>f</i> for fullscreen";
}
// here you add your objects
// - you will most likely replace this part by your own
var geometry = new THREE.TorusGeometry( 0.5-0.15, 0.15 );
geometry.dynamic= true; // TODO should have be done here ?
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, material );
//mesh.name = "superobj";
scene.add( mesh );
var geometry = new THREE.CubeGeometry( 1, 1, 1 );
geometry.dynamic= true; // TODO should have be done here ?
var material = new THREE.MeshNormalMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = 2;
scene.add( mesh );
// using the plugins
geometry.center().normalize().scale(3).rotate(Math.PI/3, 0, 0).translate(-2,0,0);
}
// animation loop
function animate() {
// loop on request animation loop
// - it has to be at the begining of the function
// - see details at http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
requestAnimationFrame( animate );
// do the render
render();
// update stats
stats.update();
}
// render the scene
function render() {
// update camera controls
cameraControls.update();
// actually render the scene
renderer.render( scene, camera );
}
</script>
</body>
</html>