var renderer, scene, camera, controls, cube, container, plane, mouse= {x:0, y:0}; var raycaster; var objects = []; var container_size = new Object(); var previousTime; 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(); var currentTime = Date.now() - previousTime; camera.update(isNaN(currentTime) ? 20 : currentTime); previousTime = Date.now(); 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; } } } }