var mesh_number = 25; var renderer, scene, controls, cube, container, plane, mouse= {x:0, y:0}, sphere; var bigmesh; var raycaster; var objects = []; var spheres = new Array(mesh_number); var visible = 0; var previousTime; var loader; var container_size = {width: 1067, 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; // renderer.setClearColor(0x000000); 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(0x999999); directional_light.position.set(1, 0.5, 1).normalize(); directional_light.castShadow = true; scene.add(directional_light); var ambient_light = new THREE.AmbientLight(0x333333); 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, 100000); scene.add(camera); window.addEventListener('resize', onWindowResize, false); // Load the scene // loader = new THREE.OBJLoader(); sphere = ProgressiveLoader(params.get.res, scene); plane = new Plane(1000,1000); plane.translate(0,0,-100); plane.addToScene(scene); } function animate() { // on appelle la fonction animate() récursivement à chaque frame requestAnimationFrame(animate); var currentTime = Date.now() - previousTime; camera.update(isNaN(currentTime) ? 20 : currentTime); previousTime = Date.now(); camera.look(); // sphere.addFace(); 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 hide(object) { object.traverse(function(object) {object.visible = false;}); } function show(object) { object.traverse(function(object) {object.visible = true;}); } function click(event) { // Nope }