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example10.html
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example10.html
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<!DOCTYPE html>
<html>
<head>
<title>Example 10 - Point light</title>
<style>
body{
margin: 0;
overflow: hidden;
}
#stats { /* Align stats top-left */
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>
<!-- JavaScript libraries -->
<script src="http://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r67/three.min.js"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/stats.js/r11/Stats.min.js"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
<script src="assets/libs/TrackballControls.js"></script>
<!-- Javascript code that runs our Three.js examples -->
<script>
// once everything is loaded, we run our Three.js stuff.
$(function () {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
// create trackball controls
var trackballControls = new THREE.TrackballControls(camera);
renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60,20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry,planeMaterial);
// rotate and position the plane
plane.rotation.x=-0.5*Math.PI;
plane.position.set(15,0,0);
// add the plane to the scene
scene.add(plane);
// create a cube
var cubeGeometry = new THREE.BoxGeometry(4,4,4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// position the cube
cube.position.set(-4,3,0);
// add the cube to the scene
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry(4,20,20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);
// position the sphere
sphere.position.set(20,4,2);
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.set(-30,40,30);
camera.up = new THREE.Vector3(0,1,0);
camera.lookAt(scene.position);
// add subtle ambient lighting
var ambiColor = "#0c0c0c";
var ambientLight = new THREE.AmbientLight(ambiColor);
scene.add(ambientLight);
// add spotlight for the shadows
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set(-40,60,-10);
scene.add(spotLight);
// add a small sphere simulating the pointlight
var sphereLight = new THREE.SphereGeometry(0.2);
var sphereLightMaterial = new THREE.MeshBasicMaterial({color: 0xac6c25});
var sphereLightMesh = new THREE.Mesh(sphereLight, sphereLightMaterial);
sphereLightMesh.castShadow = true;
sphereLightMesh.position = new THREE.Vector3(3, 5, 3);
scene.add(sphereLightMesh);
// add point light
var pointColor = "#ccffcc";
var pointLight = new THREE.PointLight(pointColor);
pointLight.distance = 100;
pointLight.position = sphereLightMesh.position;
scene.add(pointLight);
// add the output of the renderer to the html element
$('body').append(renderer.domElement);
// call the render function
var step = 0;
var controls = new function () {
this.rotationSpeed = 0.03;
this.bouncingSpeed = 0.03;
this.ambientColor = ambiColor;
this.pointColor = pointColor;
this.intensity = 1;
this.distance = 100;
}
var gui = new dat.GUI();
gui.addColor(controls, 'ambientColor').onChange(function (e) {
ambientLight.color = new THREE.Color(e);
});
gui.addColor(controls, 'pointColor').onChange(function (e) {
pointLight.color = new THREE.Color(e);
});
gui.add(controls, 'intensity', 0, 3).onChange(function (e) {
pointLight.intensity = e;
});
gui.add(controls, 'distance', 0, 100).onChange(function (e) {
pointLight.distance = e;
});
render();
function render() {
stats.update();
trackballControls.update();
// rotate the cube around its axis
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// bounce the sphere up and down
step += controls.bouncingSpeed;
sphere.position.x = 20+( 10*(Math.cos(step)));
sphere.position.y = 2 +( 10*Math.abs(Math.sin(step)));
// render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
$('body').append(stats.domElement);
return stats;
}
});
</script>
</body>
</html>