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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.
<div id="world"></div>
<div id="instructions">Press and drag to make wind<br/><span class="lightInstructions">the lion will surely appreciate</span></div>
<div id="credits">
<p> <a href="https://codepen.io/Yakudoo/" target="blank">my other codepens</a> | <a href="https://www.epic.net" target="blank">epic.net</a></p>
</div>
@import url(https://fonts.googleapis.com/css?family=Open+Sans:800);
#world {
background: #ebe5e7;
position:absolute;
width:100%;
height:100%;
overflow:hidden;
}
#instructions{
position:absolute;
width:100%;
top:50%;
margin: auto;
margin-top:120px;
font-family:'Open Sans', sans-serif;
color:#653f4c;
font-size:.9em;
text-transform: uppercase;
text-align : center;
user-select: none;
}
.lightInstructions {
color:#993f4c;
font-size:.8em;
}
#credits{
position:absolute;
width:100%;
margin: auto;
bottom:0;
margin-bottom:20px;
font-family:'Open Sans', sans-serif;
color:#b297a2;
font-size:0.7em;
text-transform: uppercase;
text-align : center;
}
#credits a {
color:#b297a2;
}
//THREEJS RELATED VARIABLES
var scene,
camera,
controls,
fieldOfView,
aspectRatio,
nearPlane,
farPlane,
shadowLight,
backLight,
light,
renderer,
container;
//SCENE
var floor, lion, fan,
isBlowing = false;
//SCREEN VARIABLES
var HEIGHT,
WIDTH,
windowHalfX,
windowHalfY,
mousePos = {x:0,y:0};
dist = 0;
//INIT THREE JS, SCREEN AND MOUSE EVENTS
function init(){
scene = new THREE.Scene();
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
aspectRatio = WIDTH / HEIGHT;
fieldOfView = 60;
nearPlane = 1;
farPlane = 2000;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane);
camera.position.z = 800;
camera.position.y = 0;
camera.lookAt(new THREE.Vector3(0,0,0));
renderer = new THREE.WebGLRenderer({alpha: true, antialias: true });
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(WIDTH, HEIGHT);
renderer.shadowMapEnabled = true;
container = document.getElementById('world');
container.appendChild(renderer.domElement);
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('mousemove', handleMouseMove, false);
document.addEventListener('mousedown', handleMouseDown, false);
document.addEventListener('mouseup', handleMouseUp, false);
document.addEventListener('touchstart', handleTouchStart, false);
document.addEventListener('touchend', handleTouchEnd, false);
document.addEventListener('touchmove',handleTouchMove, false);
/*
controls = new THREE.OrbitControls( camera, renderer.domElement);
//*/
}
function onWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function handleMouseMove(event) {
mousePos = {x:event.clientX, y:event.clientY};
}
function handleMouseDown(event) {
isBlowing = true;
}
function handleMouseUp(event) {
isBlowing = false;
}
function handleTouchStart(event) {
if (event.touches.length > 1) {
event.preventDefault();
mousePos = {x:event.touches[0].pageX, y:event.touches[0].pageY};
isBlowing = true;
}
}
function handleTouchEnd(event) {
//mousePos = {x:windowHalfX, y:windowHalfY};
isBlowing = false;
}
function handleTouchMove(event) {
if (event.touches.length == 1) {
event.preventDefault();
mousePos = {x:event.touches[0].pageX, y:event.touches[0].pageY};
isBlowing = true;
}
}
function createLights() {
light = new THREE.HemisphereLight(0xffffff, 0xffffff, .5)
shadowLight = new THREE.DirectionalLight(0xffffff, .8);
shadowLight.position.set(200, 200, 200);
shadowLight.castShadow = true;
shadowLight.shadowDarkness = .2;
backLight = new THREE.DirectionalLight(0xffffff, .4);
backLight.position.set(-100, 200, 50);
backLight.shadowDarkness = .1;
backLight.castShadow = true;
scene.add(backLight);
scene.add(light);
scene.add(shadowLight);
}
function createFloor(){
floor = new THREE.Mesh(new THREE.PlaneBufferGeometry(1000,500), new THREE.MeshBasicMaterial({color: 0xebe5e7}));
floor.rotation.x = -Math.PI/2;
floor.position.y = -100;
floor.receiveShadow = true;
scene.add(floor);
}
function createLion(){
lion = new Lion();
scene.add(lion.threegroup);
}
function createFan(){
fan = new Fan();
fan.threegroup.position.z = 350;
scene.add(fan.threegroup);
}
Fan = function(){
this.isBlowing = false;
this.speed = 0;
this.acc =0;
this.redMat = new THREE.MeshLambertMaterial ({
color: 0xad3525,
shading:THREE.FlatShading
});
this.greyMat = new THREE.MeshLambertMaterial ({
color: 0x653f4c,
shading:THREE.FlatShading
});
this.yellowMat = new THREE.MeshLambertMaterial ({
color: 0xfdd276,
shading:THREE.FlatShading
});
var coreGeom = new THREE.BoxGeometry(10,10,20);
var sphereGeom = new THREE.BoxGeometry(10, 10, 3);
var propGeom = new THREE.BoxGeometry(10,30,2);
propGeom.applyMatrix( new THREE.Matrix4().makeTranslation( 0,25,0) );
this.core = new THREE.Mesh(coreGeom,this.greyMat);
// propellers
var prop1 = new THREE.Mesh(propGeom, this.redMat);
prop1.position.z = 15;
var prop2 = prop1.clone();
prop2.rotation.z = Math.PI/2;
var prop3 = prop1.clone();
prop3.rotation.z = Math.PI;
var prop4 = prop1.clone();
prop4.rotation.z = -Math.PI/2;
this.sphere = new THREE.Mesh(sphereGeom, this.yellowMat);
this.sphere.position.z = 15;
this.propeller = new THREE.Group();
this.propeller.add(prop1);
this.propeller.add(prop2);
this.propeller.add(prop3);
this.propeller.add(prop4);
this.threegroup = new THREE.Group();
this.threegroup.add(this.core);
this.threegroup.add(this.propeller);
this.threegroup.add(this.sphere);
}
Fan.prototype.update = function(xTarget, yTarget){
this.threegroup.lookAt(new THREE.Vector3(0,80,60));
this.tPosX = rule3(xTarget, -200, 200, -250, 250);
this.tPosY = rule3(yTarget, -200, 200, 250, -250);
this.threegroup.position.x += (this.tPosX - this.threegroup.position.x) /10;
this.threegroup.position.y += (this.tPosY - this.threegroup.position.y) /10;
this.targetSpeed = (this.isBlowing) ? .3 : .01;
if (this.isBlowing && this.speed < .5){
this.acc +=.001;
this.speed += this.acc;
}else if (!this.isBlowing){
this.acc = 0;
this.speed *= .98;
}
this.propeller.rotation.z += this.speed;
}
Lion = function(){
this.windTime = 0;
this.bodyInitPositions = [];
this.maneParts = [];
this.threegroup = new THREE.Group();
this.yellowMat = new THREE.MeshLambertMaterial ({
color: 0xfdd276,
shading:THREE.FlatShading
});
this.redMat = new THREE.MeshLambertMaterial ({
color: 0xad3525,
shading:THREE.FlatShading
});
this.pinkMat = new THREE.MeshLambertMaterial ({
color: 0xe55d2b,
shading:THREE.FlatShading
});
this.whiteMat = new THREE.MeshLambertMaterial ({
color: 0xffffff,
shading:THREE.FlatShading
});
this.purpleMat = new THREE.MeshLambertMaterial ({
color: 0x451954,
shading:THREE.FlatShading
});
this.greyMat = new THREE.MeshLambertMaterial ({
color: 0x653f4c,
shading:THREE.FlatShading
});
this.blackMat = new THREE.MeshLambertMaterial ({
color: 0x302925,
shading:THREE.FlatShading
});
var bodyGeom = new THREE.CylinderGeometry(30,80, 140, 4);
var maneGeom = new THREE.BoxGeometry(40,40,15);
var faceGeom = new THREE.BoxGeometry(80,80,80);
var spotGeom = new THREE.BoxGeometry(4,4,4);
var mustacheGeom = new THREE.BoxGeometry(30,2,1);
mustacheGeom.applyMatrix( new THREE.Matrix4().makeTranslation( 15, 0, 0 ) );
var earGeom = new THREE.BoxGeometry(20,20,20);
var noseGeom = new THREE.BoxGeometry(40,40,20);
var eyeGeom = new THREE.BoxGeometry(5,30,30);
var irisGeom = new THREE.BoxGeometry(4,10,10);
var mouthGeom = new THREE.BoxGeometry(20,20,10);
var smileGeom = new THREE.TorusGeometry( 12, 4, 2, 10, Math.PI );
var lipsGeom = new THREE.BoxGeometry(40,15,20);
var kneeGeom = new THREE.BoxGeometry(25, 80, 80);
kneeGeom.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 50, 0 ) );
var footGeom = new THREE.BoxGeometry(40, 20, 20);
// body
this.body = new THREE.Mesh(bodyGeom, this.yellowMat);
this.body.position.z = -60;
this.body.position.y = -30;
this.bodyVertices = [0,1,2,3,4,10];
for (var i=0;i<this.bodyVertices.length; i++){
var tv = this.body.geometry.vertices[this.bodyVertices[i]];
tv.z =70;
//tv.x = 0;
this.bodyInitPositions.push({x:tv.x, y:tv.y, z:tv.z});
}
// knee
this.leftKnee = new THREE.Mesh(kneeGeom, this.yellowMat);
this.leftKnee.position.x = 65;
this.leftKnee.position.z = -20;
this.leftKnee.position.y = -110;
this.leftKnee.rotation.z = -.3;
this.rightKnee = new THREE.Mesh(kneeGeom, this.yellowMat);
this.rightKnee.position.x = -65;
this.rightKnee.position.z = -20;
this.rightKnee.position.y = -110;
this.rightKnee.rotation.z = .3;
// feet
this.backLeftFoot = new THREE.Mesh(footGeom, this.yellowMat);
this.backLeftFoot.position.z = 30;
this.backLeftFoot.position.x = 75;
this.backLeftFoot.position.y = -90;
this.backRightFoot = new THREE.Mesh(footGeom, this.yellowMat);
this.backRightFoot.position.z = 30;
this.backRightFoot.position.x = -75;
this.backRightFoot.position.y = -90;
this.frontRightFoot = new THREE.Mesh(footGeom, this.yellowMat);
this.frontRightFoot.position.z = 40;
this.frontRightFoot.position.x = -22;
this.frontRightFoot.position.y = -90;
this.frontLeftFoot = new THREE.Mesh(footGeom, this.yellowMat);
this.frontLeftFoot.position.z = 40;
this.frontLeftFoot.position.x = 22;
this.frontLeftFoot.position.y = -90;
// mane
this.mane = new THREE.Group();
for (var j=0; j<4; j++){
for (var k=0; k<4; k++){
var manePart = new THREE.Mesh(maneGeom, this.redMat);
manePart.position.x = (j*40)-60;
manePart.position.y = (k*40)-60;
var amp;
var zOffset;
var periodOffset = Math.random()*Math.PI*2;
var angleOffsetY, angleOffsetX;
var angleAmpY, angleAmpX;
var xInit, yInit;
if ((j==0 && k==0) || (j==0 && k==3) || (j==3 && k==0) || (j==3 && k==3)){
amp = -10-Math.floor(Math.random()*5);
zOffset = -5;
}else if (j==0 || k ==0 || j==3 || k==3){
amp = -5-Math.floor(Math.random()*5);
zOffset = 0;
}else{
amp = 0;
zOffset = 0;
}
this.maneParts.push({mesh:manePart, amp:amp, zOffset:zOffset, periodOffset:periodOffset, xInit:manePart.position.x, yInit:manePart.position.y});
this.mane.add(manePart);
}
}
this.mane.position.y = -10;
this.mane.position.z = 80;
//this.mane.rotation.z = Math.PI/4;
// face
this.face = new THREE.Mesh(faceGeom, this.yellowMat);
this.face.position.z = 135;
// Mustaches
this.mustaches = [];
this.mustache1 = new THREE.Mesh(mustacheGeom, this.greyMat);
this.mustache1.position.x = 30;
this.mustache1.position.y = -5;
this.mustache1.position.z = 175;
this.mustache2 = this.mustache1.clone();
this.mustache2.position.x = 35;
this.mustache2.position.y = -12;
this.mustache3 = this.mustache1.clone();
this.mustache3.position.y = -19;
this.mustache3.position.x = 30;
this.mustache4 = this.mustache1.clone();
this.mustache4.rotation.z = Math.PI;
this.mustache4.position.x = -30;
this.mustache5 = new THREE.Mesh(mustacheGeom, this.blackMat);
this.mustache5 = this.mustache2.clone();
this.mustache5.rotation.z = Math.PI;
this.mustache5.position.x = -35;
this.mustache6 = new THREE.Mesh(mustacheGeom, this.blackMat);
this.mustache6 = this.mustache3.clone();
this.mustache6.rotation.z = Math.PI;
this.mustache6.position.x = -30;
this.mustaches.push(this.mustache1);
this.mustaches.push(this.mustache2);
this.mustaches.push(this.mustache3);
this.mustaches.push(this.mustache4);
this.mustaches.push(this.mustache5);
this.mustaches.push(this.mustache6);
// spots
this.spot1 = new THREE.Mesh(spotGeom, this.redMat);
this.spot1.position.x = 39;
this.spot1.position.z = 150;
this.spot2 = this.spot1.clone();
this.spot2.position.z = 160;
this.spot2.position.y = -10;
this.spot3 = this.spot1.clone();
this.spot3.position.z = 140;
this.spot3.position.y = -15;
this.spot4 = this.spot1.clone();
this.spot4.position.z = 150;
this.spot4.position.y = -20;
this.spot5 = this.spot1.clone();
this.spot5.position.x = -39;
this.spot6 = this.spot2.clone();
this.spot6.position.x = -39;
this.spot7 = this.spot3.clone();
this.spot7.position.x = -39;
this.spot8 = this.spot4.clone();
this.spot8.position.x = -39;
// eyes
this.leftEye = new THREE.Mesh(eyeGeom, this.whiteMat);
this.leftEye.position.x = 40;
this.leftEye.position.z = 120;
this.leftEye.position.y = 25;
this.rightEye = new THREE.Mesh(eyeGeom, this.whiteMat);
this.rightEye.position.x = -40;
this.rightEye.position.z = 120;
this.rightEye.position.y = 25;
// iris
this.leftIris = new THREE.Mesh(irisGeom, this.purpleMat);
this.leftIris.position.x = 42;
this.leftIris.position.z = 120;
this.leftIris.position.y = 25;
this.rightIris = new THREE.Mesh(irisGeom, this.purpleMat);
this.rightIris.position.x = -42;
this.rightIris.position.z = 120;
this.rightIris.position.y = 25;
// mouth
this.mouth = new THREE.Mesh(mouthGeom, this.blackMat);
this.mouth.position.z = 171;
this.mouth.position.y = -30;
this.mouth.scale.set(.5,.5,1);
// smile
this.smile = new THREE.Mesh(smileGeom, this.greyMat);
this.smile.position.z = 173;
this.smile.position.y = -15;
this.smile.rotation.z = -Math.PI;
// lips
this.lips = new THREE.Mesh(lipsGeom, this.yellowMat);
this.lips.position.z = 165;
this.lips.position.y = -45;
// ear
this.rightEar = new THREE.Mesh(earGeom, this.yellowMat);
this.rightEar.position.x = -50;
this.rightEar.position.y = 50;
this.rightEar.position.z = 105;
this.leftEar = new THREE.Mesh(earGeom, this.yellowMat);
this.leftEar.position.x = 50;
this.leftEar.position.y = 50;
this.leftEar.position.z = 105;
// nose
this.nose = new THREE.Mesh(noseGeom, this.greyMat);
this.nose.position.z = 170;
this.nose.position.y = 25;
// head
this.head = new THREE.Group();
this.head.add(this.face);
this.head.add(this.mane);
this.head.add(this.rightEar);
this.head.add(this.leftEar);
this.head.add(this.nose);
this.head.add(this.leftEye);
this.head.add(this.rightEye);
this.head.add(this.leftIris);
this.head.add(this.rightIris);
this.head.add(this.mouth);
this.head.add(this.smile);
this.head.add(this.lips);
this.head.add(this.spot1);
this.head.add(this.spot2);
this.head.add(this.spot3);
this.head.add(this.spot4);
this.head.add(this.spot5);
this.head.add(this.spot6);
this.head.add(this.spot7);
this.head.add(this.spot8);
this.head.add(this.mustache1);
this.head.add(this.mustache2);
this.head.add(this.mustache3);
this.head.add(this.mustache4);
this.head.add(this.mustache5);
this.head.add(this.mustache6);
this.head.position.y = 60;
this.threegroup.add(this.body);
this.threegroup.add(this.head);
this.threegroup.add(this.leftKnee);
this.threegroup.add(this.rightKnee);
this.threegroup.add(this.backLeftFoot);
this.threegroup.add(this.backRightFoot);
this.threegroup.add(this.frontRightFoot);
this.threegroup.add(this.frontLeftFoot);
this.threegroup.traverse( function ( object ) {
if ( object instanceof THREE.Mesh ) {
object.castShadow = true;
object.receiveShadow = true;
}
} );
}
Lion.prototype.updateBody = function(speed){
this.head.rotation.y += (this.tHeagRotY - this.head.rotation.y) / speed;
this.head.rotation.x += (this.tHeadRotX - this.head.rotation.x) / speed;
this.head.position.x += (this.tHeadPosX-this.head.position.x) / speed;
this.head.position.y += (this.tHeadPosY-this.head.position.y) / speed;
this.head.position.z += (this.tHeadPosZ-this.head.position.z) / speed;
this.leftEye.scale.y += (this.tEyeScale - this.leftEye.scale.y) / (speed*2);
this.rightEye.scale.y = this.leftEye.scale.y;
this.leftIris.scale.y += (this.tIrisYScale - this.leftIris.scale.y) / (speed*2);
this.rightIris.scale.y = this.leftIris.scale.y;
this.leftIris.scale.z += (this.tIrisZScale - this.leftIris.scale.z) / (speed*2);
this.rightIris.scale.z = this.leftIris.scale.z;
this.leftIris.position.y += (this.tIrisPosY - this.leftIris.position.y) / speed;
this.rightIris.position.y = this.leftIris.position.y;
this.leftIris.position.z += (this.tLeftIrisPosZ - this.leftIris.position.z) / speed;
this.rightIris.position.z += (this.tRightIrisPosZ - this.rightIris.position.z) / speed;
this.rightKnee.rotation.z += (this.tRightKneeRotZ - this.rightKnee.rotation.z) / speed;
this.leftKnee.rotation.z += (this.tLeftKneeRotZ - this.leftKnee.rotation.z) / speed;
this.lips.position.x += (this.tLipsPosX - this.lips.position.x) / speed;
this.lips.position.y += (this.tLipsPosY - this.lips.position.y) / speed;
this.smile.position.x += (this.tSmilePosX - this.smile.position.x) / speed;
this.mouth.position.z += (this.tMouthPosZ - this.mouth.position.z) / speed;
this.smile.position.z += (this.tSmilePosZ - this.smile.position.z) / speed;
this.smile.position.y += (this.tSmilePosY - this.smile.position.y) / speed;
this.smile.rotation.z += (this.tSmileRotZ - this.smile.rotation.z) / speed;
}
Lion.prototype.look = function(xTarget, yTarget){
this.tHeagRotY = rule3(xTarget, -200, 200, -Math.PI/4, Math.PI/4);
this.tHeadRotX = rule3(yTarget, -200,200, -Math.PI/4, Math.PI/4);
this.tHeadPosX = rule3(xTarget, -200, 200, 70,-70);
this.tHeadPosY = rule3(yTarget, -140, 260, 20, 100);
this.tHeadPosZ = 0;
this.tEyeScale = 1;
this.tIrisYScale = 1;
this.tIrisZScale = 1;
this.tIrisPosY = rule3(yTarget, -200,200, 35,15);
this.tLeftIrisPosZ = rule3(xTarget, -200, 200, 130, 110);
this.tRightIrisPosZ = rule3(xTarget, -200, 200, 110, 130);
this.tLipsPosX = 0;
this.tLipsPosY = -45;
this.tSmilePosX = 0;
this.tMouthPosZ = 174;
this.tSmilePosZ = 173;
this.tSmilePosY = -15;
this.tSmileRotZ = -Math.PI;
this.tRightKneeRotZ = rule3(xTarget, -200, 200, .3-Math.PI/8, .3+Math.PI/8);
this.tLeftKneeRotZ = rule3(xTarget, -200, 200, -.3-Math.PI/8, -.3+Math.PI/8)
this.updateBody(10);
this.mane.rotation.y = 0;
this.mane.rotation.x = 0;
for (var i=0; i<this.maneParts.length; i++){
var m = this.maneParts[i].mesh;
m.position.z = 0;
m.rotation.y = 0;
}
for (var i=0; i<this.mustaches.length; i++){
var m = this.mustaches[i];
m.rotation.y = 0;
}
for (var i=0; i<this.bodyVertices.length; i++){
var tvInit = this.bodyInitPositions[i];
var tv = this.body.geometry.vertices[this.bodyVertices[i]];
tv.x = tvInit.x + this.head.position.x;
}
this.body.geometry.verticesNeedUpdate = true;
}
Lion.prototype.cool = function(xTarget, yTarget){
this.tHeagRotY = rule3(xTarget, -200, 200, Math.PI/4, -Math.PI/4);
this.tHeadRotX = rule3(yTarget, -200,200, Math.PI/4, -Math.PI/4);
this.tHeadPosX = rule3(xTarget, -200, 200, -70,70);
this.tHeadPosY = rule3(yTarget, -140, 260, 100, 20);
this.tHeadPosZ = 100;
this.tEyeScale = 0.1;
this.tIrisYScale = 0.1;
this.tIrisZScale = 3;
this.tIrisPosY = 20;
this.tLeftIrisPosZ = 120;
this.tRightIrisPosZ = 120;
this.tLipsPosX = rule3(xTarget, -200, 200, -15,15);
this.tLipsPosY = rule3(yTarget, -200, 200, -45,-40);
this.tMouthPosZ = 168;
this.tSmilePosX = rule3(xTarget, -200, 200, -15,15);
this.tSmilePosY = rule3(yTarget, -200, 200, -20,-8);
this.tSmilePosZ = 176;
this.tSmileRotZ = rule3(xTarget, -200, 200, -Math.PI-.3, -Math.PI+.3);
this.tRightKneeRotZ = rule3(xTarget, -200, 200, .3+Math.PI/8, .3-Math.PI/8);
this.tLeftKneeRotZ = rule3(xTarget, -200, 200, -.3+Math.PI/8, -.3-Math.PI/8);
this.updateBody(10);
this.mane.rotation.y = -.8*this.head.rotation.y;
this.mane.rotation.x = -.8*this.head.rotation.x;
var dt = 20000 / (xTarget*xTarget+yTarget*yTarget);
dt = Math.max(Math.min(dt,1), .5);
this.windTime += dt;
for (var i=0; i<this.maneParts.length; i++){
var m = this.maneParts[i].mesh;
var amp = this.maneParts[i].amp;
var zOffset = this.maneParts[i].zOffset;
var periodOffset = this.maneParts[i].periodOffset;
m.position.z = zOffset + Math.cos(this.windTime+periodOffset)*amp*dt*2;
}
this.leftEar.rotation.x = Math.cos(this.windTime)*Math.PI/16*dt;
this.rightEar.rotation.x = -Math.cos(this.windTime)*Math.PI/16*dt;
for (var i=0; i<this.mustaches.length; i++){
var m = this.mustaches[i];
var amp = (i<3) ? -Math.PI/8 : Math.PI/8;
m.rotation.y = amp + Math.cos(this.windTime + i)*dt*amp;
};
for (var i=0; i<this.bodyVertices.length; i++){
var tvInit = this.bodyInitPositions[i];
var tv = this.body.geometry.vertices[this.bodyVertices[i]];
tv.x = tvInit.x + this.head.position.x;
}
this.body.geometry.verticesNeedUpdate = true;
}
function loop(){
render();
var xTarget = (mousePos.x-windowHalfX);
var yTarget= (mousePos.y-windowHalfY);
fan.isBlowing = isBlowing;
fan.update(xTarget, yTarget);
if(isBlowing) {
lion.cool(xTarget, yTarget);
}else{
lion.look(xTarget, yTarget);
}
requestAnimationFrame(loop);
}
function render(){
if (controls) controls.update();
renderer.render(scene, camera);
}
init();
createLights();
createFloor();
createLion();
createFan();
loop();
function clamp(v,min, max){
return Math.min(Math.max(v, min), max);
}
function rule3(v,vmin,vmax,tmin, tmax){
var nv = Math.max(Math.min(v,vmax), vmin);
var dv = vmax-vmin;
var pc = (nv-vmin)/dv;
var dt = tmax-tmin;
var tv = tmin + (pc*dt);
return tv;
}
Also see: Tab Triggers