2015-04-02 12:38:06 +02:00
|
|
|
|
var renderer, scene, camera, controls, cube, container, plane, mouse= {x:0, y:0};
|
|
|
|
|
var raycaster;
|
|
|
|
|
var objects = [];
|
|
|
|
|
var container_size = new Object();
|
2015-06-15 08:45:42 +02:00
|
|
|
|
var previousTime;
|
2015-04-02 12:38:06 +02:00
|
|
|
|
container_size.width = 1067;
|
|
|
|
|
container_size.height = 600;
|
|
|
|
|
|
|
|
|
|
init();
|
|
|
|
|
animate();
|
|
|
|
|
|
|
|
|
|
function init() {
|
|
|
|
|
// on initialise le moteur de rendu
|
|
|
|
|
container = document.getElementById('container');
|
|
|
|
|
container.style.height = container_size.height + 'px';
|
|
|
|
|
container.style.width = container_size.width + 'px';
|
|
|
|
|
renderer = new THREE.WebGLRenderer({alpha:"true"});
|
|
|
|
|
renderer.setSize(container_size.width, container_size.height);
|
|
|
|
|
renderer.shadowMapEnabled = true;
|
|
|
|
|
document.getElementById('container').appendChild(renderer.domElement);
|
|
|
|
|
|
|
|
|
|
// on initialise la scène
|
|
|
|
|
scene = new THREE.Scene();
|
|
|
|
|
raycaster = new THREE.Raycaster();
|
|
|
|
|
|
|
|
|
|
// init light
|
|
|
|
|
var directional_light = new THREE.DirectionalLight(0xffffff);
|
|
|
|
|
directional_light.position.set(1, 0.5, 1).normalize();
|
|
|
|
|
directional_light.castShadow = true;
|
|
|
|
|
scene.add(directional_light);
|
|
|
|
|
|
|
|
|
|
var ambient_light = new THREE.AmbientLight(0x444444);
|
|
|
|
|
scene.add(ambient_light);
|
|
|
|
|
|
|
|
|
|
// on initialise la camera que l’on place ensuite sur la scène
|
|
|
|
|
camera = new Camera(50, container_size.width / container_size.height, 1, 10000);
|
|
|
|
|
scene.add(camera);
|
|
|
|
|
|
|
|
|
|
window.addEventListener('resize', onWindowResize, false);
|
|
|
|
|
|
|
|
|
|
container.addEventListener('mousedown', click, false);
|
|
|
|
|
|
|
|
|
|
// on créé un cube au quel on définie un matériau puis on l’ajoute à la scène
|
|
|
|
|
cube = new BouncingCube(200, {color: "red"});
|
|
|
|
|
plane = new Plane(1000,1000);
|
|
|
|
|
plane.translate(0,0,-100);
|
|
|
|
|
|
|
|
|
|
cube.addToScene(scene);
|
|
|
|
|
plane.addToScene(scene);
|
|
|
|
|
|
|
|
|
|
objects.push(cube);
|
|
|
|
|
objects.push(plane);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function animate() {
|
|
|
|
|
// on appelle la fonction animate() récursivement à chaque frame
|
|
|
|
|
requestAnimationFrame(animate);
|
|
|
|
|
|
|
|
|
|
cube.update();
|
|
|
|
|
|
2015-06-15 08:45:42 +02:00
|
|
|
|
var currentTime = Date.now() - previousTime;
|
|
|
|
|
camera.update(isNaN(currentTime) ? 20 : currentTime);
|
|
|
|
|
previousTime = Date.now();
|
2015-04-02 12:38:06 +02:00
|
|
|
|
camera.look();
|
|
|
|
|
|
|
|
|
|
renderer.render(scene, camera);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function onWindowResize() {
|
|
|
|
|
camera.aspect = container.offsetWidth / container.offsetHeight;
|
|
|
|
|
camera.updateProjectionMatrix();
|
|
|
|
|
|
|
|
|
|
renderer.setSize(container.offsetWidth, container.offsetHeight);
|
|
|
|
|
renderer.render(scene, camera);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function click(event) {
|
|
|
|
|
mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
|
|
|
|
|
mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
|
|
|
|
|
|
|
|
|
|
// For this alternate method, set the canvas position *fixed*; set top > 0, set left > 0; padding must be 0; margin > 0 is OK
|
|
|
|
|
//mouse.x = ( ( event.clientX - container.offsetLeft ) / container.clientWidth ) * 2 - 1;
|
|
|
|
|
//mouse.y = - ( ( event.clientY - container.offsetTop ) / container.clientHeight ) * 2 + 1;
|
|
|
|
|
|
|
|
|
|
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
|
|
|
|
|
vector.unproject(camera);
|
|
|
|
|
|
|
|
|
|
raycaster.set(camera.position, vector.sub(camera.position).normalize());
|
|
|
|
|
|
|
|
|
|
intersects = raycaster.intersectObjects(scene.children);
|
|
|
|
|
|
|
|
|
|
if ( intersects.length > 0 ) {
|
|
|
|
|
for (var i in intersects) {
|
|
|
|
|
if (intersects[i].object.id === cube.mesh.id) {
|
|
|
|
|
cube.speed.z = 300;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|