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<!doctype html>
<html lang="en">
<head>
<title>Chase Camera (Three.js)</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel=stylesheet href="css/base.css"/>
</head>
<body>
<script src="js/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<script src="js/tween.min.js"></script>
<!-- jQuery code to display an information button and box when clicked. -->
<script src="js/jquery-1.9.1.js"></script>
<script src="js/jquery-ui.js"></script>
<link rel=stylesheet href="css/jquery-ui.css" />
<link rel=stylesheet href="css/info.css"/>
<script src="js/info.js"></script>
<div id="infoButton"></div>
<div id="infoBox" title="Demo Information">
Movement controls: <br/>
<ul>
<li>W/S: Translate Forward/Backward
<li>A/D: Rotate Left/Right
<li>Q/E: Translate Left/Right
<li>R/F: Rotate Up/Down
<li>Z: Reset position and rotation.
</ul>
This three.js demo is part of a collection at
<a href="http://stemkoski.github.io/Three.js/">http://stemkoski.github.io/Three.js/</a>
</div>
<!-- ------------------------------------------------------------ -->
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>
<script>
/*
Three.js "tutorials by example"
Author: Lee Stemkoski
Date: July 2013 (three.js v59dev)
*/
// MAIN
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var cube;
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0,150,400);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
// CONTROLS
// MUST REMOVE THIS LINE!!!
// controls = ...
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
// scene.add(skyBox);
scene.fog = new THREE.FogExp2( 0x9999ff, 0.00025 );
////////////
// CUSTOM //
////////////
// create an array with six textures for a cool cube
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xpos.png' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xneg.png' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/ypos.png' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/yneg.png' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zpos.png' ) }));
materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zneg.png' ) }));
var MovingCubeMat = new THREE.MeshFaceMaterial(materialArray);
var MovingCubeGeom = new THREE.CubeGeometry( 50, 50, 50, 1, 1, 1, materialArray );
MovingCube = new THREE.Mesh( MovingCubeGeom, MovingCubeMat );
MovingCube.position.set(0, 25.1, 0);
scene.add( MovingCube );
}
var MovingCube;
function animate()
{
requestAnimationFrame( animate );
render();
update();
}
function update()
{
var delta = clock.getDelta(); // seconds.
var moveDistance = 200 * delta; // 200 pixels per second
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
// local transformations
// move forwards/backwards/left/right
if ( keyboard.pressed("W") )
MovingCube.translateZ( -moveDistance );
if ( keyboard.pressed("S") )
MovingCube.translateZ( moveDistance );
if ( keyboard.pressed("Q") )
MovingCube.translateX( -moveDistance );
if ( keyboard.pressed("E") )
MovingCube.translateX( moveDistance );
// rotate left/right/up/down
var rotation_matrix = new THREE.Matrix4().identity();
if ( keyboard.pressed("A") )
MovingCube.rotateOnAxis( new THREE.Vector3(0,1,0), rotateAngle);
if ( keyboard.pressed("D") )
MovingCube.rotateOnAxis( new THREE.Vector3(0,1,0), -rotateAngle);
if ( keyboard.pressed("R") )
MovingCube.rotateOnAxis( new THREE.Vector3(1,0,0), rotateAngle);
if ( keyboard.pressed("F") )
MovingCube.rotateOnAxis( new THREE.Vector3(1,0,0), -rotateAngle);
if ( keyboard.pressed("Z") )
{
MovingCube.position.set(0,25.1,0);
MovingCube.rotation.set(0,0,0);
}
var relativeCameraOffset = new THREE.Vector3(0,50,200);
var cameraOffset = relativeCameraOffset.applyMatrix4( MovingCube.matrixWorld );
TWEEN.update();
// Apply smoothing to the camera transition.
new TWEEN.Tween( camera.position ).to(
{
x: cameraOffset.x,
y: cameraOffset.y,
z: cameraOffset.z
}, 90 )
.interpolation( TWEEN.Interpolation.Bezier )
.easing( TWEEN.Easing.Sinusoidal.InOut ).start();
camera.lookAt( MovingCube.position );
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
</script>
</body>
</html>