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19
bouncing/index.html
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19
bouncing/index.html
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<!doctype html>
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<html>
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<head>
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<title>The begining</title>
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<meta charset="utf-8">
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</head>
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<body>
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<h1>Here is stuff</h1>
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<div id="container"></div>
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<script src="/js/three/three.min.js"></script>
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<script src="/js/three/OBJLoader.js"></script>
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<script src="/js/three/OrbitControls.js"></script>
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<script src="/js/three/PointerLockControls.js"></script>
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<script src="/js/Cube.js"></script>
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<script src="/js/BouncingCube.js"></script>
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<script src="/js/Camera.js"></script>
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<script src="js/BouncingMain.js"></script>
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</body>
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</html>
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97
bouncing/js/BouncingMain.js
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97
bouncing/js/BouncingMain.js
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var renderer, scene, camera, controls, cube, container, plane, mouse= {x:0, y:0};
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var raycaster;
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var objects = [];
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var container_size = new Object();
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container_size.width = 1067;
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container_size.height = 600;
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init();
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animate();
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function init() {
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// on initialise le moteur de rendu
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container = document.getElementById('container');
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container.style.height = container_size.height + 'px';
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container.style.width = container_size.width + 'px';
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renderer = new THREE.WebGLRenderer({alpha:"true"});
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renderer.setSize(container_size.width, container_size.height);
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renderer.shadowMapEnabled = true;
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document.getElementById('container').appendChild(renderer.domElement);
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// on initialise la scène
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scene = new THREE.Scene();
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raycaster = new THREE.Raycaster();
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// init light
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var directional_light = new THREE.DirectionalLight(0xffffff);
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directional_light.position.set(1, 0.5, 1).normalize();
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directional_light.castShadow = true;
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scene.add(directional_light);
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var ambient_light = new THREE.AmbientLight(0x444444);
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scene.add(ambient_light);
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// on initialise la camera que l’on place ensuite sur la scène
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camera = new Camera(50, container_size.width / container_size.height, 1, 10000);
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scene.add(camera);
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window.addEventListener('resize', onWindowResize, false);
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container.addEventListener('mousedown', click, false);
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// on créé un cube au quel on définie un matériau puis on l’ajoute à la scène
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cube = new BouncingCube(200, {color: "red"});
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plane = new Plane(1000,1000);
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plane.translate(0,0,-100);
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cube.addToScene(scene);
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plane.addToScene(scene);
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objects.push(cube);
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objects.push(plane);
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}
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function animate() {
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// on appelle la fonction animate() récursivement à chaque frame
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requestAnimationFrame(animate);
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cube.update();
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camera.update();
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camera.look();
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renderer.render(scene, camera);
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}
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function onWindowResize() {
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camera.aspect = container.offsetWidth / container.offsetHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(container.offsetWidth, container.offsetHeight);
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renderer.render(scene, camera);
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}
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function click(event) {
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mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
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mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
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// For this alternate method, set the canvas position *fixed*; set top > 0, set left > 0; padding must be 0; margin > 0 is OK
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//mouse.x = ( ( event.clientX - container.offsetLeft ) / container.clientWidth ) * 2 - 1;
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//mouse.y = - ( ( event.clientY - container.offsetTop ) / container.clientHeight ) * 2 + 1;
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var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
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vector.unproject(camera);
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raycaster.set(camera.position, vector.sub(camera.position).normalize());
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intersects = raycaster.intersectObjects(scene.children);
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if ( intersects.length > 0 ) {
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for (var i in intersects) {
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if (intersects[i].object.id === cube.mesh.id) {
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cube.speed.z = 300;
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}
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}
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}
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}
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