-
Notifications
You must be signed in to change notification settings - Fork 77
/
Copy pathbasic.html
130 lines (118 loc) · 4.25 KB
/
basic.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
<!DOCTYPE html>
<script src='vendor/three.js/build/three.min.js'></script>
<script src='../threex.planets.js'></script>
<body style='margin: 0px; background-color: #000000; overflow: hidden;'><script>
var renderer = new THREE.WebGLRenderer({
antialias : true
});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.shadowMapEnabled = true
var updateFcts = [];
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 3;
var light = new THREE.AmbientLight( 0x888888 )
scene.add( light )
// var light = new THREE.DirectionalLight( 'white', 1)
// light.position.set(5,5,5)
// light.target.position.set( 0, 0, 0 )
// scene.add( light )
var light = new THREE.DirectionalLight( 0xcccccc, 1 )
light.position.set(5,5,5)
scene.add( light )
light.castShadow = true
light.shadowCameraNear = 0.01
light.shadowCameraFar = 15
light.shadowCameraFov = 45
light.shadowCameraLeft = -1
light.shadowCameraRight = 1
light.shadowCameraTop = 1
light.shadowCameraBottom= -1
// light.shadowCameraVisible = true
light.shadowBias = 0.001
light.shadowDarkness = 0.2
light.shadowMapWidth = 1024
light.shadowMapHeight = 1024
//////////////////////////////////////////////////////////////////////////////////
// add an object and make it move //
//////////////////////////////////////////////////////////////////////////////////
// var mesh = THREEx.Planets.createSun()
// scene.add(mesh)
// var mesh = THREEx.Planets.createMercury()
// scene.add(mesh)
// var mesh = THREEx.Planets.createVenus()
// scene.add(mesh)
// var mesh = THREEx.Planets.createMoon()
// scene.add(mesh)
var earthMesh = THREEx.Planets.createEarth()
scene.add(earthMesh)
var mesh = THREEx.Planets.createEarthCloud()
scene.add(mesh)
updateFcts.push(function(delta, now){
mesh.rotation.y += 1/8 * delta;
})
// var mesh = THREEx.Planets.createMars()
// scene.add(mesh)
// var mesh = THREEx.Planets.createJupiter()
// scene.add(mesh)
// var mesh = THREEx.Planets.createSaturn()
// mesh.receiveShadow = true
// mesh.castShadow = true
// scene.add(mesh)
// var mesh = THREEx.Planets.createSaturnRing()
// mesh.receiveShadow = true
// mesh.castShadow = true
// scene.add(mesh)
// var mesh = THREEx.Planets.createUranus()
// mesh.receiveShadow = true
// mesh.castShadow = true
// scene.add(mesh)
// var mesh = THREEx.Planets.createUranusRing()
// mesh.receiveShadow = true
// mesh.castShadow = true
// scene.add(mesh)
// var mesh = THREEx.Planets.createNeptune()
// scene.add(mesh)
// var mesh = THREEx.Planets.createPluto()
// scene.add(mesh)
updateFcts.push(function(delta, now){
//mesh.rotation.x += 1 * delta;
//mesh.rotation.y += 1/2 * delta;
})
//////////////////////////////////////////////////////////////////////////////////
// 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)
updateFcts.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 //
//////////////////////////////////////////////////////////////////////////////////
updateFcts.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
updateFcts.forEach(function(updateFn){
updateFn(deltaMsec/1000, nowMsec/1000)
})
})
</script></body>