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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r124/three.min.js"></script>
<script src="https://baronwatts.com/scripts/LegacyJSONLoader.js"></script>
<script src="https://unpkg.com/[email protected]/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
<!-- processing -->
<script type="text/javascript" src="https://threejs.org/examples/js/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="https://threejs.org/examples/js/postprocessing/ShaderPass.js"></script>
<script type="text/javascript" src="https://threejs.org/examples/js/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="https://threejs.org/examples/js/postprocessing/MaskPass.js"></script>
<!-- shaders -->
<script type="text/javascript" src="https://threejs.org/examples/js/shaders/CopyShader.js"></script>
<script type="text/javascript" src="https://threejs.org/examples/js/shaders/HorizontalTiltShiftShader.js"></script>
<!-- https://github.com/a-jie/threejs-geometry-modifiers -->
<script src="http://baronwatts.com/scripts/modifier.js"></script>
<!-- cannon -->
<script src="https://cdn.rawgit.com/schteppe/cannon.js/master/build/cannon.js"></script>
<div id="info"></div>
body {
/* set margin to 0 and overflow to hidden, to go fullsc{reen */
margin: 0;
overflow: hidden;
background-color: #000000;
color: white;
}
#info {
font-family: monospace;
font-weight: normal;
position: absolute;
top: 20px;
left: 50%;
width: 100%;
text-align: center;
transform: translateX(-50%);
-webkit-transform: translateX(-50%);
font-size: 14px;
}
#info span {
color: wheat;
}
const randnum = (min, max) => Math.round(Math.random() * (max - min) + min);
class CannonHelper{
constructor(scene){
this.scene = scene;
}
addLights(renderer){
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
// LIGHTS
/* const ambient = new THREE.AmbientLight( 0x888888 );
this.scene.add( ambient );*/
const light = new THREE.DirectionalLight( 0xdddddd, .25, 1 );
light.position.set( 3, 10, 4 );
light.target.position.set( 0, 0, 0 );
light.castShadow = true;
this.sun = light;
this.scene.add(light);
}
set shadowTarget(obj){
if (this.sun!==undefined) this.sun.target = obj;
}
createCannonTrimesh(geometry){
if (!geometry.isBufferGeometry) return null;
const posAttr = geometry.attributes.position;
const vertices = geometry.attributes.position.array;
let indices = [];
for(let i=0; i<posAttr.count; i++){
indices.push(i);
}
return new CANNON.Trimesh(vertices, indices);
}
createCannonConvex(geometry){
if (!geometry.isBufferGeometry) return null;
const posAttr = geometry.attributes.position;
const floats = geometry.attributes.position.array;
const vertices = [];
const faces = [];
let face = [];
let index = 0;
for(let i=0; i<posAttr.count; i+=3){
vertices.push( new CANNON.Vec3(floats[i], floats[i+1], floats[i+2]) );
face.push(index++);
if (face.length==3){
faces.push(face);
face = [];
}
}
return new CANNON.ConvexPolyhedron(vertices, faces);
}
addVisual(body, name, castShadow=false, receiveShadow=true){
body.name = name;
if (this.currentMaterial===undefined) this.currentMaterial = new THREE.MeshLambertMaterial({color:0x888888});
if (this.settings===undefined){
this.settings = {
stepFrequency: 60,
quatNormalizeSkip: 2,
quatNormalizeFast: true,
gx: 0,
gy: 0,
gz: 0,
iterations: 3,
tolerance: 0.0001,
k: 1e6,
d: 3,
scene: 0,
paused: false,
rendermode: "solid",
constraints: false,
contacts: false, // Contact points
cm2contact: false, // center of mass to contact points
normals: false, // contact normals
axes: false, // "local" frame axes
particleSize: 0.1,
shadows: false,
aabbs: false,
profiling: false,
maxSubSteps:3
}
this.particleGeo = new THREE.SphereGeometry( 1, 16, 8 );
this.particleMaterial = new THREE.MeshLambertMaterial( { color: 0xff0000 } );
}
// What geometry should be used?
let mesh;
if(body instanceof CANNON.Body) mesh = this.shape2Mesh(body, castShadow, receiveShadow);
if(mesh) {
// Add body
body.threemesh = mesh;
mesh.castShadow = castShadow;
mesh.receiveShadow = receiveShadow;
this.scene.add(mesh);
}
}
shape2Mesh(body, castShadow, receiveShadow){
const obj = new THREE.Object3D();
const material = this.currentMaterial;
const game = this;
let index = 0;
body.shapes.forEach (function(shape){
let mesh;
let geometry;
let v0, v1, v2;
switch(shape.type){
case CANNON.Shape.types.SPHERE:
const sphere_geometry = new THREE.SphereGeometry( shape.radius, 8, 8);
mesh = new THREE.Mesh( sphere_geometry, material );
break;
case CANNON.Shape.types.PARTICLE:
mesh = new THREE.Mesh( game.particleGeo, game.particleMaterial );
const s = this.settings;
mesh.scale.set(s.particleSize,s.particleSize,s.particleSize);
break;
case CANNON.Shape.types.PLANE:
geometry = new THREE.PlaneGeometry(100, 100, 4, 4);
mesh = new THREE.Object3D();
const submesh = new THREE.Object3D();
THREE.ImageUtils.crossOrigin = '';
var floorMap = THREE.ImageUtils.loadTexture( "https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQMaznkwKbnlWTf0zzL9uQrUQ2Q54MfyI7JC5m62icHR5oRjT1v" );
floorMap.wrapS = floorMap.wrapT = THREE.RepeatWrapping;
floorMap.repeat.set( 25, 25 );
var groundMaterial = new THREE.MeshPhongMaterial( { color: new THREE.Color('#111'), specular: new THREE.Color('black'), shininess: 0, bumpMap: floorMap } );
const ground = new THREE.Mesh( geometry, groundMaterial );
ground.scale.set(1, 1, 1);
submesh.add(ground);
mesh.add(submesh);
break;
case CANNON.Shape.types.BOX:
const box_geometry = new THREE.BoxGeometry( shape.halfExtents.x*2,
shape.halfExtents.y*2,
shape.halfExtents.z*2 );
mesh = new THREE.Mesh( box_geometry, new THREE.MeshLambertMaterial({color:0x888888, wireframe: true, transparent: true, opacity:0}) );
break;
case CANNON.Shape.types.CONVEXPOLYHEDRON:
const geo = new THREE.Geometry();
// Add vertices
shape.vertices.forEach(function(v){
geo.vertices.push(new THREE.Vector3(v.x, v.y, v.z));
});
shape.faces.forEach(function(face){
// add triangles
const a = face[0];
for (let j = 1; j < face.length - 1; j++) {
const b = face[j];
const c = face[j + 1];
geo.faces.push(new THREE.Face3(a, b, c));
}
});
geo.computeBoundingSphere();
geo.computeFaceNormals();
mesh = new THREE.Mesh( geo, material );
break;
case CANNON.Shape.types.HEIGHTFIELD:
geometry = new THREE.Geometry();
v0 = new CANNON.Vec3();
v1 = new CANNON.Vec3();
v2 = new CANNON.Vec3();
for (let xi = 0; xi < shape.data.length - 1; xi++) {
for (let yi = 0; yi < shape.data[xi].length - 1; yi++) {
for (let k = 0; k < 2; k++) {
shape.getConvexTrianglePillar(xi, yi, k===0);
v0.copy(shape.pillarConvex.vertices[0]);
v1.copy(shape.pillarConvex.vertices[1]);
v2.copy(shape.pillarConvex.vertices[2]);
v0.vadd(shape.pillarOffset, v0);
v1.vadd(shape.pillarOffset, v1);
v2.vadd(shape.pillarOffset, v2);
geometry.vertices.push(
new THREE.Vector3(v0.x, v0.y, v0.z),
new THREE.Vector3(v1.x, v1.y, v1.z),
new THREE.Vector3(v2.x, v2.y, v2.z)
);
var i = geometry.vertices.length - 3;
geometry.faces.push(new THREE.Face3(i, i+1, i+2));
}
}
}
geometry.computeBoundingSphere();
geometry.computeFaceNormals();
//https://stackoverflow.com/questions/52614371/apply-color-gradient-to-material-on-mesh-three-js
var rev = true;
var cols = [{
stop: 0,
color: new THREE.Color('#B0E0E6')
}, {
stop: .25,
color: new THREE.Color('#CD853F')
}, {
stop: .5,
color: new THREE.Color('#EEE8AA')
}, {
stop: .75,
color: new THREE.Color('#bf8040')
}, {
stop: 1,
color: new THREE.Color('#666')
}];
setGradient(geometry, cols, 'z', rev);
function setGradient(geometry, colors, axis, reverse) {
geometry.computeBoundingBox();
var bbox = geometry.boundingBox;
var size = new THREE.Vector3().subVectors(bbox.max, bbox.min);
var vertexIndices = ['a', 'b', 'c'];
var face, vertex, normalized = new THREE.Vector3(),
normalizedAxis = 0;
for (var c = 0; c < colors.length - 1; c++) {
var colorDiff = colors[c + 1].stop - colors[c].stop;
for (var i = 0; i < geometry.faces.length; i++) {
face = geometry.faces[i];
for (var v = 0; v < 3; v++) {
vertex = geometry.vertices[face[vertexIndices[v]]];
normalizedAxis = normalized.subVectors(vertex, bbox.min).divide(size)[axis];
if (reverse) {
normalizedAxis = 1 - normalizedAxis;
}
if (normalizedAxis >= colors[c].stop && normalizedAxis <= colors[c + 1].stop) {
var localNormalizedAxis = (normalizedAxis - colors[c].stop) / colorDiff;
face.vertexColors[v] = colors[c].color.clone().lerp(colors[c + 1].color, localNormalizedAxis);
}
}
}
}
}
var mat = new THREE.MeshLambertMaterial({
vertexColors: THREE.VertexColors,
wireframe: false
});
//Set a different color on each face
/*for (var i = 0, j = geometry.faces.length; i < j; i++) {
geometry.faces[i].color = new THREE.Color(
"hsl(" + Math.floor(Math.random() * 360) + ",50%,50%)"
);
}*/
/* var mat = new THREE.MeshLambertMaterial({
side: THREE.BackSide,
vertexColors: THREE.FaceColors,
side: THREE.DoubleSide,
wireframe: false,
color: new THREE.Color('wheat')
});*/
mesh = new THREE.Mesh(geometry, mat);
break;
case CANNON.Shape.types.TRIMESH:
geometry = new THREE.Geometry();
v0 = new CANNON.Vec3();
v1 = new CANNON.Vec3();
v2 = new CANNON.Vec3();
for (let i = 0; i < shape.indices.length / 3; i++) {
shape.getTriangleVertices(i, v0, v1, v2);
geometry.vertices.push(
new THREE.Vector3(v0.x, v0.y, v0.z),
new THREE.Vector3(v1.x, v1.y, v1.z),
new THREE.Vector3(v2.x, v2.y, v2.z)
);
var j = geometry.vertices.length - 3;
geometry.faces.push(new THREE.Face3(j, j+1, j+2));
}
geometry.computeBoundingSphere();
geometry.computeFaceNormals();
mesh = new THREE.Mesh(geometry, MutationRecordaterial);
break;
default:
throw "Visual type not recognized: "+shape.type;
}
mesh.receiveShadow = receiveShadow;
mesh.castShadow = castShadow;
mesh.traverse( function(child){
if (child.isMesh){
child.castShadow = castShadow;
child.receiveShadow = receiveShadow;
}
});
var o = body.shapeOffsets[index];
var q = body.shapeOrientations[index++];
mesh.position.set(o.x, o.y, o.z);
mesh.quaternion.set(q.x, q.y, q.z, q.w);
obj.add(mesh);
});
return obj;
}
updateBodies(world){
world.bodies.forEach( function(body){
if ( body.threemesh != undefined){
body.threemesh.position.copy(body.position);
body.threemesh.quaternion.copy(body.quaternion);
}
});
}
}
//===================================================== scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, .01, 100000 );
camera.position.set( 1, 1, -1 );
camera.lookAt( scene.position );
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true; // Shadow
renderer.shadowMapType = THREE.PCFShadowMap; //Shadow
document.body.appendChild( renderer.domElement );
//===================================================== cannon
var debug = true;
var debugPhysics = true;
var fixedTimeStep = 1.0/60.0;
var helper = new CannonHelper(scene);
var physics = {};
const world = new CANNON.World();
world.broadphase = new CANNON.SAPBroadphase(world);
world.gravity.set(0, -10, 0);
world.defaultContactMaterial.friction = 0;
const groundMaterial = new CANNON.Material("groundMaterial");
const wheelMaterial = new CANNON.Material("wheelMaterial");
const wheelGroundContactMaterial = new CANNON.ContactMaterial(wheelMaterial, groundMaterial, {
friction: 0,
restitution: 0,
contactEquationStiffness: 1000
});
// We must add the contact materials to the world
world.addContactMaterial(wheelGroundContactMaterial);
//===================================================== add front & back lighting
var light = new THREE.DirectionalLight( new THREE.Color("gray"), 1);
light.position.set(1, 1, 1).normalize();
scene.add(light);
//===================================================== resize
window.addEventListener("resize", function() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
});
//========================================================== effects
var SCALE = 2;
var hTilt = new THREE.ShaderPass(THREE.HorizontalTiltShiftShader);
hTilt.enabled = false;
hTilt.uniforms.h.value = 4 / (SCALE * window.innerHeight);
var renderPass = new THREE.RenderPass(scene, camera);
var effectCopy = new THREE.ShaderPass(THREE.CopyShader);
effectCopy.renderToScreen = true;
var composer = new THREE.EffectComposer(renderer);
composer.addPass(renderPass);
composer.addPass(hTilt);
composer.addPass(effectCopy);
var controls = new function() {
this.hTilt = false;
this.hTiltR = 0.5;
this.onChange = function() {
hTilt.enabled = controls.hTilt;
hTilt.uniforms.r.value = controls.hTiltR;
}
};
var gui = new dat.GUI();
gui.add(controls, 'hTilt').onChange(controls.onChange);
gui.add(controls, 'hTiltR', 0, 1).onChange(controls.onChange);
//activate tilt effect
document.querySelector('.dg .c input[type="checkbox"]').click();
dat.GUI.toggleHide();
//=========================================================================================== add tweening
//https://greensock.com/forums/topic/16993-threejs-properties/
Object.defineProperties(THREE.Object3D.prototype, {
x: {
get: function() {
return this.position.x;
},
set: function(v) {
this.position.x = v;
}
},
y: {
get: function() {
return this.position.y;
},
set: function(v) {
this.position.y = v;
}
},
z: {
get: function() {
return this.position.z;
},
set: function(v) {
this.position.z = v;
}
},
rotationZ: {
get: function() {
return this.rotation.x;
},
set: function(v) {
this.rotation.x = v;
}
},
rotationY: {
get: function() {
return this.rotation.y;
},
set: function(v) {
this.rotation.y = v;
}
},
rotationX: {
get: function() {
return this.rotation.z;
},
set: function(v) {
this.rotation.z = v;
}
}
});
//===================================================== model
var geometry = new THREE.BoxBufferGeometry( .5, 1, .5 );
/* We change the pivot point to be at the bottom of the cube, instead of its center. So we translate the whole geometry. */
geometry.applyMatrix(new THREE.Matrix4().makeTranslation(0, 0.5, 0));
var material = new THREE.MeshNormalMaterial({transparent: true,opacity:0});
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var light = new THREE.DirectionalLight( new THREE.Color('white'), .5 );
light.position.set( 0, 1, 0 );
light.castShadow = true;
light.target = mesh;//shadow will follow mesh
mesh.add( light );
//===================================================== add Model
var mixers = [];
var clip1;
var clip2;
var clip3;
var loader = new THREE.GLTFLoader();
loader.load( 'https://raw.githubusercontent.com/baronwatts/models/master/astronaut.glb', function ( object ) {
object.scene.traverse( function( node ) {
if ( node instanceof THREE.Mesh ) {
node.castShadow = true;
node.material.side = THREE.DoubleSide;
}
});
var player = object.scene;
player.position.set(0, -.1, 0 );
player.scale.set(.25,.25,.25);
mesh.add(player);
/* var lightPlayer = new THREE.PointLight(new THREE.Color('wheat'), 10, .5);
mesh.add(lightPlayer);*/
var mixer = new THREE.AnimationMixer(player);
clip1 = mixer.clipAction(object.animations[0]);
clip2 = mixer.clipAction(object.animations[1]);
mixers.push(mixer);
});
//===================================================== add Terrain
var sizeX = 128, sizeY = 128, minHeight = 0, maxHeight = 60;
var startPosition = new CANNON.Vec3( 0, maxHeight - 3, sizeY * 0.5 - 10 );
var img2matrix = function () {
'use strict';
return {
fromImage: fromImage,
fromUrl : fromUrl
}
function fromImage ( image, width, depth, minHeight, maxHeight ) {
width = width|0;
depth = depth|0;
var i, j;
var matrix = [];
var canvas = document.createElement( 'canvas' ),
ctx = canvas.getContext( '2d' );
var imgData, pixel, channels = 4;
var heightRange = maxHeight - minHeight;
var heightData;
canvas.width = width;
canvas.height = depth;
// document.body.appendChild( canvas );
ctx.drawImage( image, 0, 0, width, depth );
imgData = ctx.getImageData( 0, 0, width, depth ).data;
for ( i = 0|0; i < depth; i = ( i + 1 )|0 ) { //row
matrix.push( [] );
for ( j = 0|0; j < width; j = ( j + 1 )|0 ) { //col
pixel = i * depth + j;
heightData = imgData[ pixel * channels ] / 255 * heightRange + minHeight;
matrix[ i ].push( heightData );
}
}
return matrix;
}
function fromUrl ( url, width, depth, minHeight, maxHeight ) {
return function () {
return new Promise( function( onFulfilled, onRejected ) {
var image = new Image();
image.crossOrigin = "anonymous";
image.onload = function () {
var matrix = fromImage( image, width, depth, minHeight, maxHeight );
onFulfilled( matrix );
};
image.src = url;
} );
}
}
}();
//can add an array if things
var check;
Promise.all( [
img2matrix.fromUrl( 'https://upload.wikimedia.org/wikipedia/commons/5/57/Heightmap.png', sizeX, sizeY, minHeight, maxHeight )(),
] ).then( function ( data ) {
var matrix = data[ 0 ];
//console.log(matrix);
//Array(128) [ (128) […], (128) […], (128) […], (128) […], (128) […], (128) […], (128) […], (128) […], (128) […], (128) […], … ]
const terrainShape = new CANNON.Heightfield(matrix, {elementSize: 10});
const terrainBody = new CANNON.Body({mass: 0});
terrainBody.addShape(terrainShape);
terrainBody.position.set(-sizeX * terrainShape.elementSize / 2, -10, sizeY * terrainShape.elementSize / 2);
terrainBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
world.add(terrainBody);
helper.addVisual(terrainBody, 'landscape');
var raycastHelperGeometry = new THREE.CylinderGeometry( 0, 1, 5, 1.5 );
raycastHelperGeometry.translate( 0, 0, 0 );
raycastHelperGeometry.rotateX( Math.PI / 2 );
raycastHelperMesh = new THREE.Mesh( raycastHelperGeometry, new THREE.MeshNormalMaterial() );
scene.add( raycastHelperMesh );
//console.log( terrainBody.threemesh.children[0] );
check = function(){
var raycaster = new THREE.Raycaster(mesh.position, new THREE.Vector3(0, -1, 0));
var intersects = raycaster.intersectObject(terrainBody.threemesh.children[0]);
if ( intersects.length > 0 ) {
raycastHelperMesh.position.set( 0, 0, 0 );
raycastHelperMesh.lookAt( intersects[0].face.normal );
raycastHelperMesh.position.copy( intersects[ 0 ].point );
}
//position objects ontop of the terrain
mesh.position.y = intersects && intersects[0] ? intersects[0].point.y + 0.1 : 30;
//raycast flag
var raycaster2 = new THREE.Raycaster(flagLocation.position, new THREE.Vector3(0, -1, 0));
var intersects2 = raycaster2.intersectObject(terrainBody.threemesh.children[0]);
//position objects ontop of the terrain
flagLocation.position.y = intersects2 && intersects2[0] ? intersects2[0].point.y + .5 : 30;
flagLight.position.y = flagLocation.position.y + 50;
flagLight.position.x = flagLocation.position.x + 5
flagLight.position.z = flagLocation.position.z;
}//end check
});//end Promise
//=========================================================================================== flag
var geometry = new THREE.BoxBufferGeometry( 0.15, 2, 0.15 );
/* We change the pivot point to be at the bottom of the cube, instead of its center. So we translate the whole geometry. */
geometry.applyMatrix(new THREE.Matrix4().makeTranslation(0, 1, 0));
var material = new THREE.MeshNormalMaterial({transparent: true,opacity:0});
flagLocation = new THREE.Mesh( geometry, material );
scene.add(flagLocation);
flagLocation.position.x = 10;
flagLocation.position.z = 50;
flagLocation.rotateY(Math.PI);
//flag pole
var geometry = new THREE.CylinderGeometry(.03, .03, 4, 32);
var material = new THREE.MeshPhongMaterial({color: new THREE.Color('gray')});
var cylinder = new THREE.Mesh(geometry, material);
cylinder.geometry.center();
cylinder.castShadow = true;
flagLocation.add(cylinder);
//flag light
var pointflagLight = new THREE.PointLight(new THREE.Color('red'), 1.5, 5);
pointflagLight.position.set(0, 0, 0);
flagLocation.add(pointflagLight);
var flagLight = new THREE.DirectionalLight( new THREE.Color('white'), 0 );
flagLight.position.set( 0, 0, 0 );
flagLight.castShadow = true;
flagLight.target = flagLocation;
scene.add( flagLight );
//flag
var texture = new THREE.TextureLoader().load('https://edgy.app/wp-content/uploads/2016/10/vr-debate-e1475603418440.webp');
plane = new THREE.Mesh(new THREE.PlaneGeometry(600, 430, 20, 20, true), new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide }) );
plane.scale.set(.0025, .0025, .0025);
plane.position.set(0, 1.5, 0);
plane.position.x = .75;
plane.castShadow = true;
flagLocation.add(plane);
addModifier(plane);
//flag wave animation
var modifier, cloth;
function addModifier(mesh) {
modifier = new ModifierStack(mesh);
cloth = new Cloth(3, 0);
cloth.setForce(0.2, -0.2, -0.2);
}
modifier.addModifier(cloth);
cloth.lockXMin(0);
computeNormals: false
//===================================================== add tree
//3D Model from http://www.sweethome3d.com/searchModels.jsp?model=tree&x=0&y=0
/*var loader = new THREE.LegacyJSONLoader();
loader.load("https://raw.githubusercontent.com/baronwatts/models/master/moon-vehicle.js", function(geometry, materials) {
var mat = new THREE.MeshLambertMaterial({
side: THREE.BackSide,
vertexColors: THREE.FaceColors,
wireframe: false
});
var obj = new THREE.Mesh(geometry, mat);
obj.scale.set(.15, .15, .15);
obj.position.y = -.75;
obj.position.x = -3;
obj.position.z = 3;
obj.castShadow = true;
flagLocation.add(obj);
});
*/
//===================================================== add sky particles
var textureLoader = new THREE.TextureLoader();
textureLoader.crossOrigin = ''; //allow cross origin loading
const imageSrc = textureLoader.load('https://raw.githubusercontent.com/baronwatts/models/master/snowflake.png');
const shaderPoint = THREE.ShaderLib.points;
uniforms = THREE.UniformsUtils.clone(shaderPoint.uniforms);
uniforms.map.value = imageSrc;
var matts = new THREE.PointsMaterial({
size: 2,
color: new THREE.Color("white"),
map: uniforms.map.value,
blending: THREE.AdditiveBlending,
depthWrite: false,
transparent: true,
opacity: 0.75
});
var geo = new THREE.Geometry();
for ( var i = 0; i < 1000; i ++ ) {
var star = new THREE.Vector3();
geo.vertices.push( star );
}
var sparks = new THREE.Points(geo, matts );
sparks.scale.set(1,1,1);
scene.add(sparks);
sparks.geometry.vertices.map((d,i)=>{
d.y = randnum(30,40);
d.x = randnum(-500, 500);
d.z = randnum(-500, 500);
});
//===================================================== Joystick
class JoyStick{
constructor(options){
const circle = document.createElement("div");
circle.style.cssText = "position:absolute; bottom:35px; width:80px; height:80px; background:rgba(126, 126, 126, 0.5); border:#444 solid medium; border-radius:50%; left:50%; transform:translateX(-50%);";
const thumb = document.createElement("div");
thumb.style.cssText = "position: absolute; left: 20px; top: 20px; width: 40px; height: 40px; border-radius: 50%; background: #fff;";
circle.appendChild(thumb);
document.body.appendChild(circle);
this.domElement = thumb;
this.maxRadius = options.maxRadius || 40;
this.maxRadiusSquared = this.maxRadius * this.maxRadius;
this.onMove = options.onMove;
this.game = options.game;
this.origin = { left:this.domElement.offsetLeft, top:this.domElement.offsetTop };
this.rotationDamping = options.rotationDamping || 0.06;
this.moveDamping = options.moveDamping || 0.01;
if (this.domElement!=undefined){
const joystick = this;
if ('ontouchstart' in window){
this.domElement.addEventListener('touchstart', function(evt){ joystick.tap(evt); });
}else{
this.domElement.addEventListener('mousedown', function(evt){ joystick.tap(evt); });
}
}
}
getMousePosition(evt){
let clientX = evt.targetTouches ? evt.targetTouches[0].pageX : evt.clientX;
let clientY = evt.targetTouches ? evt.targetTouches[0].pageY : evt.clientY;
return { x:clientX, y:clientY };
}
tap(evt){
evt = evt || window.event;
// get the mouse cursor position at startup:
this.offset = this.getMousePosition(evt);
const joystick = this;
if ('ontouchstart' in window){
document.ontouchmove = function(evt){ joystick.move(evt); };
document.ontouchend = function(evt){ joystick.up(evt); };
}else{
document.onmousemove = function(evt){ joystick.move(evt); };
document.onmouseup = function(evt){ joystick.up(evt); };
}
}
move(evt){
evt = evt || window.event;
const mouse = this.getMousePosition(evt);
// calculate the new cursor position:
let left = mouse.x - this.offset.x;
let top = mouse.y - this.offset.y;
//this.offset = mouse;
const sqMag = left*left + top*top;
if (sqMag>this.maxRadiusSquared){
//Only use sqrt if essential
const magnitude = Math.sqrt(sqMag);
left /= magnitude;
top /= magnitude;
left *= this.maxRadius;
top *= this.maxRadius;
}
// set the element's new position:
this.domElement.style.top = `${top + this.domElement.clientHeight/2}px`;
this.domElement.style.left = `${left + this.domElement.clientWidth/2}px`;
//@TODO use nipple,js
const forward = -(top - this.origin.top + this.domElement.clientHeight/2)/this.maxRadius;
const turn = (left - this.origin.left + this.domElement.clientWidth/2)/this.maxRadius;
if (this.onMove!=undefined) this.onMove.call(this.game, forward, turn);
}
up(evt){
if ('ontouchstart' in window){
document.ontouchmove = null;
document.touchend = null;
}else{
document.onmousemove = null;
document.onmouseup = null;
}
this.domElement.style.top = `${this.origin.top}px`;
this.domElement.style.left = `${this.origin.left}px`;
this.onMove.call(this.game, 0, 0);
}
}//end joystick class
var js = { forward:0, turn:0 };
var joystick = new JoyStick({
onMove: joystickCallback
});
function joystickCallback( forward, turn ){
js.forward = forward;
js.turn = -turn;
}
function updateDrive(forward=js.forward, turn=js.turn){
const maxSteerVal = 0.05;
const maxForce = .15;
const brakeForce = 10;
const force = maxForce * forward;
const steer = maxSteerVal * turn;
if (forward!=0){
mesh.translateZ(force);//move cube
if(clip2) clip2.play();
if(clip1) clip1.stop();
}else{
if(clip2) clip2.stop();
if(clip1) clip1.play();
}
mesh.rotateY(steer);
}
//===================================================== 3rd person view
var followCam = new THREE.Object3D();
followCam.position.copy(camera.position);
scene.add(followCam);
followCam.parent = mesh;
function updateCamera(){
if(followCam){
camera.position.lerp(followCam.getWorldPosition(new THREE.Vector3()), 0.05);
camera.lookAt(mesh.position.x, mesh.position.y + .5, mesh.position.z);
}
}
//===================================================== animate
var clock = new THREE.Clock();
var lastTime;
(function animate() {
requestAnimationFrame( animate );
updateCamera();
updateDrive();
renderer.render( scene, camera );
//composer.render();
let delta = clock.getDelta();
mixers.map(x=>x.update(delta));
/*cannon*/
const now = Date.now();
if (lastTime===undefined) lastTime = now;
const dt = (Date.now() - lastTime)/1000.0;
var FPSFactor = dt;
lastTime = now;
world.step(fixedTimeStep, dt);
helper.updateBodies(world);
if(check) check();
//display coordinates
info.innerHTML = `<span>X: </span>${mesh.position.x.toFixed(2)}, <span>Y: </span>${mesh.position.y.toFixed(2)}, <span>Z: </span>${mesh.position.z.toFixed(2)}`
//flag
modifier && modifier.apply();
})();
Also see: Tab Triggers