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HTML

              
                <body>
		
		<canvas id="world">
			<p class="noCanvas">You need a modern browser to view this.</p>
		</canvas>
		<canvas id="world2">
			<p class="noCanvas">You need a modern browser to view this.</p>
		</canvas>
		
		<div id="options">
			<a id="rotation-button" class="switch" title="Toggles Rotation." href="#">ROTATION</a>
			<a id="status-button" class="switch" title="Toggles Status Counters ON/OFF." href="#">STATUS</a>
			<!-- <a id="reset-button" class="switch" title="Resets camera and Time." href="#">RESET</a> -->
		</div>
		
		<div id="infotoggle">
			<a id="info-button" class="info" title="Toggles info-Layer ON/OFF" href="#"> </a>
		</div>
		
		<div id="status">
			<p><span>
				count: 0<br />
				timecode: 0
			</span></p>
		</div>
		
		<div id="instructions">
            <h1>Instructions</h1>
			<p>This is an experiment in 3D stereoscopic visualization on two 2D Canvases... all hail HTML5</p>
            <p>You can move around, look around and even change the focal length of the virtual stereoscopic camera</p>
            <p>To move around you may use these keys:</p>
            <img src="img/dummy.png" alt="moving with arrow buttons and R and F">
            <p>To tilt the camera in any direction these keys might help:</p>
            <img src="img/dummy.png" alt="tilting camera with W,A,S,D,Q,E">
            <p>Last but not least, there's also a zoom control available with these:</p>
            <img src="img/dummy.png" alt="zooming with T & G">
		</div>
		
		<script src="js/util.js"></script>
		<script src="js/3dcanvas.js"></script>
		<script src="js/ga.js"></script>
		
    </body>
              
            
!

CSS

              
                /*
	General RESET.css
*/
root {
    display: block;
}

html, body, div, span, applet, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, a, abbr, acronym, address, big, cite, code, del, dfn, em, font, img, ins, kbd, q, s, samp, small, strike, strong, sub, sup, tt, var, b, u, i, center, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td {
    margin: 0;
    padding: 0;
    border: 0;
    outline: 0;
    font-size: 100%;
    vertical-align: top;
    background: transparent;
}

a {
	cursor:pointer;
}

body {
    line-height: 1;
}

ol, ul {
    list-style: none;
}

blockquote, q {
    quotes: none;
}

blockquote:before, blockquote:after, q:before, q:after {
    content: '';
    content: none;
}

:focus {
    outline: 0;
}

ins {
    text-decoration: none;
}

del {
    text-decoration: line-through;
}

table {
    border-collapse: collapse;
    border-spacing: 0;
}

/*
	style:
*/

a {
	color: #FFFFFF;
}

body {
	color: #FFFFFF;
	background-color: #111;
	font-family: Source Sans Pro, sans-serif;
	font-weight: 400;
}

p.noCanvas {
	color: #999999;
	font-size: 24px;
	text-align: center;
	margin-top: 150px;
}

div#options {
	z-index: 100;
    display: block;
    position: absolute;
	bottom: 5px;
    right: 5px;
}
a.switch {
    display: block;
	width: 114px;
	height: 61px;
	background: url("img/switch_off.png") no-repeat scroll left bottom transparent; 
	text-align: center;
}
a.switchOn {
    display: block;
	width: 114px;
	height: 61px;
	background: url("img/switch_on.png") no-repeat scroll left bottom transparent; 
	text-align: center;
}

div#infotoggle {
	z-index: 99;
    display: block;
    position: absolute;
	top: 5px;
    left: 5px;
}
a#info-button {
    display: block;
	width: 69px;
	height: 69px;
	background: url("img/info_button.png") no-repeat scroll 0 0 transparent; 
}

div#status {
	z-index: 98;
    display: block;
    position: absolute;
	bottom: 5px;
    left: 5px;
	text-align: left;
}

div#instructions {
	z-index: 97;
    display: none;
    position: relative;
    margin: 10% auto;
    width: 700px;
    background-color: #000;
    padding: 25px;
    border: 2px #FFFFFF solid;
    border-radius: 20px;   
    text-align: center;
}
div#instructions h1 {
	width: 100%;
    text-decoration: underline;
    margin-bottom: 20px;
    font-size: 120%;
}
div#instructions p {
	margin: 10px 0px;
}
div#instructions img {
    font-style: italic;
    color: #999;
}
              
            
!

JS

              
                /**
 * 
 */
var UserProfile = {
	
	/** */
	UA_ANDROID: 'android',
	UA_IPHONE: 'iphone',
	UA_IPAD: 'ipad',
	
	isOnline: navigator.onLine,
	
	isAuthenticated: false,
	
	/**
	 * 
	 */
	isTouchDevice: function() {
		if (navigator.userAgent.toLowerCase().indexOf(this.UA_ANDROID) != -1 ||
			navigator.userAgent.toLowerCase().indexOf(this.UA_IPHONE) != -1 ||
			navigator.userAgent.toLowerCase().indexOf(this.UA_IPAD) != -1 ) {
			return true;
		}
		else {
			return false;
		}
	},
	
	/**
	 * 
	 */
	supportsAudio: function() {
		return !this.isTouchDevice();
	},
	
	/**
	 * 
	 */
	supportsAjax: function() {
		return window.XMLHttpRequest != null && this.isOnline;
	},
	
	/**
	 * 
	 */
	suportsLocalStorage: function() {
		return ('localStorage' in window) && window['localStorage'] !== null;
	}
};

/**
 * Holds generic AJAX communication functions.
 */
AJAX = {
	
	/**
	 * Triggers an AJAX call using the POST method.
	 * 
	 * @param {String} url The URL to invoke
	 * @param {String} parameters Variables to send to the URL
	 * @param {Function} success Called if the call succeeds
	 * @param {Function} error Called if the call fails
	 */
	post: function( url, parameters, success, error ) {
		this.post( url, parameters, success, error, 'POST' );
	},
	
	/**
	 * Triggers an AJAX call using the GET method.
	 * 
	 * @param {String} url The URL to invoke
	 * @param {String} parameters Variables to send to the URL
	 * @param {Function} success Called if the call succeeds
	 * @param {Function} error Called if the call fails
	 */
	get: function( url, parameters, success, error ) {
		this.post( url, parameters, success, error, 'GET' );
	},
	
	/**
	 * Triggers an AJAX call using the supplied arguments.
	 * 
	 * @param {String} url The URL to invoke
	 * @param {String} parameters Variables to send to the URL
	 * @param {Function} success Called if the call succeeds
	 * @param {Function} error Called if the call fails
	 * @param {String} method Called if the call fails
	 */
	send: function( url, parameters, success, error, method ) {
		var request = new XMLHttpRequest();
		
		request.open(method, url, true);
		request.setRequestHeader("Content-type", "application/x-www-form-urlencoded");
		
		if( request ) {
			request.onreadystatechange = function() {
				if (request.readyState == 4) {
					if (request.status == 200) {
						success( request.responseText );
					} else {
						error( request.responseText );
					}
				}
			};
			
			request.send(parameters);
		}
	}
};



/**
 * 
 */
var world3D = new function() {
	
	// The number of times the game will be redrawn per second
	var FRAMERATE = 48;
	var TIME = 0;
	
	// The world dimensions, defaults to full screen
	var world = { 
		x: 0, 
		y: 0, 
		width: 100, 
		height: 100
	};
	
	// The canvas and its 2D context
	var canvs;
    var canvs2;
	var contxt;
	var contxt2;
	
	// The initial state of the mouse
	var mouse = {
		x: 0,
		y: 0,
		down: false
	};
	
	// The initial state of the keyboard
	var key = {
		up: false,
		down: false,
		left: false,
		right: false,
		w: false,
		a: false,
		s: false,
		d: false,
		q: false,
		e: false,
		r: false,
		f: false,
		t: false,
		g: false
	};
	
	// Contains settings that are saved and restored between sessions
	var settings = {
		infosOn: false,
		statusOn: false,
		rotationOn: false
	};
	
	// Holds all object instances
	var objectPool = [];
	
	// create some objects
	var initsize = 25;
	// cubeof dots
	objectPool.push(new point( 0, 0, initsize*10 ));
	objectPool.push(new point( 0, initsize*10, initsize*10 ));
	objectPool.push(new point( initsize*10, initsize*10, initsize*10 ));
	objectPool.push(new point( initsize*10, 0, initsize*10 ));
	
	objectPool.push(new point( 0, 0, 0 ));
	objectPool.push(new point( 0, initsize*10, 0));
	objectPool.push(new point( initsize*10, initsize*10, 0 ));
	objectPool.push(new point( initsize*10, 0, 0 ));
	
	// array of cubes
	for (var i=0; i<5; i++) {
		for (var j=0; j<5; j++) {
			objectPool.push(new line( new point( 0+(initsize*20*i), 0, 0+(initsize*20*j) ), new point( 0+(initsize*20*i), 0, initsize*10+(initsize*20*j) ) ));
			objectPool.push(new line( new point( 0+(initsize*20*i), 0, initsize*10+(initsize*20*j) ), new point( 0+(initsize*20*i), initsize*10, initsize*10+(initsize*20*j) ) ));
			objectPool.push(new line( new point( 0+(initsize*20*i), initsize*10, initsize*10+(initsize*20*j) ), new point( 0+(initsize*20*i), initsize*10, 0+(initsize*20*j) ) ));
			objectPool.push(new line( new point( 0+(initsize*20*i), initsize*10, 0+(initsize*20*j) ), new point( 0+(initsize*20*i), 0, 0+(initsize*20*j) ) ));
			
			objectPool.push(new line( new point( initsize*10+(initsize*20*i), 0, 0+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), 0, initsize*10+(initsize*20*j) ) ));
			objectPool.push(new line( new point( initsize*10+(initsize*20*i), 0, initsize*10+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), initsize*10, initsize*10+(initsize*20*j) ) ));
			objectPool.push(new line( new point( initsize*10+(initsize*20*i), initsize*10, initsize*10+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), initsize*10, 0+(initsize*20*j) ) ));
			objectPool.push(new line( new point( initsize*10+(initsize*20*i), initsize*10, 0+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), 0, 0+(initsize*20*j) ) ));
			
			objectPool.push(new line( new point( 0+(initsize*20*i), 0, 0+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), 0, 0+(initsize*20*j) ) ));
			objectPool.push(new line( new point( 0+(initsize*20*i), 0, initsize*10+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), 0, initsize*10+(initsize*20*j) ) ));
			objectPool.push(new line( new point( 0+(initsize*20*i), initsize*10, initsize*10+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), initsize*10, initsize*10+(initsize*20*j) ) ));
			objectPool.push(new line( new point( 0+(initsize*20*i), initsize*10, 0+(initsize*20*j) ), new point( initsize*10+(initsize*20*i), initsize*10, 0+(initsize*20*j) ) ));
		};
	};
        
        // container for rendering queue
	var renderPool = [];
        
	// create camera  and set initial position
	//var cam1 = new camera( (initsize*5), -initsize*5*j/3, -initsize*15, -0.6, 0.4, 0, 1.5, -5);
	//var cam2 = new camera( (initsize*5), -initsize*5*j/3, -initsize*15, -0.6, 0.4, 0, 1.5, +5);
	var cam1 = new camera( -95, -604, -636, -0.6, 0.6, 0, 1.5, -2);
	//var cam2 = new camera( -95, -604, -636, -0.6, 0.6, 0, 1.5, 2);
	
	// creates ui element container object
	var ui = {
		infoToggle: null,
		status: null,
		statusContent: null,
		instructions: null,
		options: null,
		rotationButton: null,
		statusButton: null,
		resetButton: null
	};
	
	
	/**
	 * Initializes the world and starts rendering loop.
	 */
	this.initialize = function(){
		
		// Collect references to all DOM elements being used
		canvs = document.getElementById('world');
		//canvs2 = document.getElementById('world2');
		ui.infoToggle = document.getElementById('infotoggle');
		ui.status = document.getElementById('status');
		ui.statusContent = ui.status.getElementsByTagName( 'span' )[0];
		ui.instructions = document.getElementById('instructions');
		ui.options = document.getElementById('options');
		ui.rotationButton = document.getElementById('rotation-button');
		ui.statusButton = document.getElementById('status-button');
		//ui.resetButton = document.getElementById('reset-button');
		
		// Make sure that the Canvas element is available before continuing
		if (canvs && canvs.getContext) {
			contxt = canvs.getContext('2d');
			//contxt2 = canvs2.getContext('2d');
			
			// Register event listeners
			document.addEventListener('mousemove', documentMouseMoveHandler, false);
			canvs.addEventListener('mousedown', documentMouseDownHandler, false);
			document.addEventListener('mouseup', documentMouseUpHandler, false);
			canvs.addEventListener('touchstart', documentTouchStartHandler, false);
			document.addEventListener('touchmove', documentTouchMoveHandler, false);
			document.addEventListener('touchend', documentTouchEndHandler, false);
			document.addEventListener('keydown', documentKeyDownHandler, false);
			document.addEventListener('keyup', documentKeyUpHandler, false);
			window.addEventListener('resize', windowResizeHandler, false);
			ui.infoToggle.addEventListener('click', infoToggleClickedHandler, false);
			ui.rotationButton.addEventListener('click', rotationButtonClickedHandler, false);
			ui.statusButton.addEventListener('click', statusButtonClickedHandler, false);
			//ui.resetButton.addEventListener('click', resetButtonClickedHandler, false);
			
			// Attempts to restore settings from saved data if there is any
			restoreSettings();
			
			updateUI();
			
			// Force an initial resize to make sure the UI is sized correctly
			windowResizeHandler();
			
			// If we are on a touch device, certain elements need to be configured differently
			if( UserProfile.isTouchDevice() ) {
				// TODO: Hide excess UI that does not work on small screens
			}
			
			// Initiate the main render loop of the game
			setInterval( loop, 1000 / FRAMERATE );
			
		}
	};
	
	/**
	 * Restores settings from local storage if there are any available
	 */
	function restoreSettings() {
		if( UserProfile.suportsLocalStorage() ) {
			var infosOn = localStorage[ 'infosOn' ];
			if( infosOn ) {
				settings.infosOn = infosOn === 'true';
			}
			var statusOn = localStorage[ 'statusOn' ];
			if( statusOn ) {
				settings.statusOn = statusOn === 'true';
			}
			var rotationOn = localStorage[ 'rotationOn' ];
			if( rotationOn ) {
				settings.rotationOn = rotationOn === 'true';
			}
		}

	}
	
	/**
	 * Pushes the current settings to local history.
	 */
	function saveSettings() {
		if( UserProfile.suportsLocalStorage() ) {
			localStorage[ 'infosOn' ] = settings.infosOn;
			localStorage[ 'statusOn' ] = settings.statusOn;
			localStorage[ 'rotationOn' ] = settings.rotationOn;
		}
	}
	
	/**
	 * Function to update UI Elements
	 */
	function updateUI() {
		if( settings.infosOn ) {
			ui.instructions.style.display = 'block';
		}
		else {
			ui.instructions.style.display = 'none';
		}
		if( settings.statusOn ) {
			ui.status.style.display = 'block';
			ui.statusButton.setAttribute( "class", "switchOn" );
		}
		else {
			ui.status.style.display = 'none';
			ui.statusButton.setAttribute( "class", "switch" );
		}
		if( settings.rotationOn ) {
			ui.rotationButton.setAttribute( "class", "switchOn" );
		}
		else {
			ui.rotationButton.setAttribute( "class", "switch" );
		}
	}
	
	/**
	 * Event handler for window.onresize.
	 */
	function windowResizeHandler() {
		world.width = window.innerWidth * 0.9;
		world.height = window.innerHeight * 0.9;
		
		// Resize the canvas
		canvs.width = world.width;
		canvs.height = world.height;
		//canvs2.width = world.width;
		//canvs2.height = world.height;
		
		// Determine the centered x/y position of the canvas
		var cvx = Math.round( (window.innerWidth ) - world.width - (window.innerWidth * 0.03) );
		//var cvx2 = Math.round( (window.innerWidth / 2) + (window.innerWidth * 0.03) );
		var cvy = Math.round( (window.innerHeight / 2) - (world.height / 2) );
		
		// Move the canvas
		canvs.style.position = 'absolute';
		canvs.style.left = cvx +'px';
		canvs.style.top = cvy + 'px';
		//canvs2.style.position = 'absolute';
		//canvs2.style.left = cvx2 +'px';
		//canvs2.style.top = cvy + 'px';
        
        // Adjust infoLayer
        ui.instructions.style.width = (world.width * 2) + 'px';
	}
	/**
	 * Event handler for Reset Button
     * @param event
	 */
	function resetButtonClickedHandler( event ) {
		event.preventDefault();
	}
	
	/**
	 * Event handler for rotation Button
     * @param event
	 */
	function rotationButtonClickedHandler( event ) {
		settings.rotationOn = !settings.rotationOn;
		
		updateUI();
		saveSettings();
		
		event.preventDefault();
	}
	
	/**
	 * Event handler for status Button
     * @param event
	 */
	function statusButtonClickedHandler( event ) {
		settings.statusOn = !settings.statusOn;
		
		updateUI();
		saveSettings();
		
		event.preventDefault();
	}
	
	/**
	 * Event handler for info Button
     * @param event
	 */
	function infoToggleClickedHandler( event ) {
		settings.infosOn = !settings.infosOn;
		
		updateUI();
		saveSettings();
		
		event.preventDefault();
	}
	
	/**
	 * Event handler for SPACE DOWN key
     * @param event
	 */
	function documentKeyDownHandler(event) {
		switch( event.keyCode ) {
			case 38:
				key.up = true;
				event.preventDefault();
				break;
			case 40:
				key.down = true;
				event.preventDefault();
				break;
			case 37:
				key.left = true;
				event.preventDefault();
				break;
			case 39:
				key.right = true;
				event.preventDefault();
				break;
			case 87:
				key.w = true;
				event.preventDefault();
				break;
			case 65:
				key.a = true;
				event.preventDefault();
				break;
			case 83:
				key.s = true;
				event.preventDefault();
				break;
			case 68:
				key.d = true;
				event.preventDefault();
				break;
			case 81:
				key.q = true;
				event.preventDefault();
				break;
			case 69:
				key.e = true;
				event.preventDefault();
				break;
			case 82:
				key.r = true;
				event.preventDefault();
				break;
			case 70:
				key.f = true;
				event.preventDefault();
				break;
			case 84:
				key.t = true;
				event.preventDefault();
				break;
			case 71:
				key.g = true;
				event.preventDefault();
				break;
		}
	}
	
	/**
	 * Event handler for SPACE UP key
     * @param event
	 */
	function documentKeyUpHandler(event) {
		switch( event.keyCode ) {
			case 38:
				key.up = false;
				event.preventDefault();
				break;
			case 40:
				key.down = false;
				event.preventDefault();
				break;
			case 37:
				key.left = false;
				event.preventDefault();
				break;
			case 39:
				key.right = false;
				event.preventDefault();
				break;
			case 87:
				key.w = false;
				event.preventDefault();
				break;
			case 65:
				key.a = false;
				event.preventDefault();
				break;
			case 83:
				key.s = false;
				event.preventDefault();
				break;
			case 68:
				key.d = false;
				event.preventDefault();
				break;
			case 81:
				key.q = false;
				event.preventDefault();
				break;
			case 69:
				key.e = false;
				event.preventDefault();
				break;
			case 82:
				key.r = false;
				event.preventDefault();
				break;
			case 70:
				key.f = false;
				event.preventDefault();
				break;
			case 84:
				key.t = false;
				event.preventDefault();
				break;
			case 71:
				key.g = false;
				event.preventDefault();
				break;
		}
	}
	
	/**
	 * Event handler for document.onmousemove.
     * @param event
	 */
	function documentMouseMoveHandler(event){
		mouse.x = event.clientX - (window.innerWidth - world.width) * 0.5;
		mouse.y = event.clientY - (window.innerHeight - world.height) * 0.5;
	}
	
	/**
	 * Event handler for document.onmousedown.
     * @param event
	 */
	function documentMouseDownHandler(event){
		mouse.down = true;
		
		mouse.x = event.clientX - (window.innerWidth - world.width) * 0.5;
		mouse.y = event.clientY - (window.innerHeight - world.height) * 0.5;
		
		if (event.target === canvs) {
			if( key.spaceDown ) {
				turbinePool.push( new Turbine( mouse.x, mouse.y ) );
			}
			
			event.preventDefault();
		}
	}
	
	/**
	 * Event handler for document.onmouseup.
     * @param event
	 */
	function documentMouseUpHandler(event) {
		mouse.down = false;
		
		mouse.x = event.clientX - (window.innerWidth - world.width) * 0.5;
		mouse.y = event.clientY - (window.innerHeight - world.height) * 0.5;
	}
	
	/**
	 * Event handler for document.ontouchstart.
     * @param event
	 */
	function documentTouchStartHandler(event) {
		if(event.touches.length === 1) {
			event.preventDefault();
			
			mouse.x = event.touches[0].pageX - (window.innerWidth - world.width) * 0.5;
			mouse.y = event.touches[0].pageY - (window.innerHeight - world.height) * 0.5;
			
			mouse.down = true;
		}
	}
	
	/**
	 * Event handler for document.ontouchmove.
     * @param event
	 */
	function documentTouchMoveHandler(event) {
		if(event.touches.length === 1) {
			event.preventDefault();

			mouse.x = event.touches[0].pageX - (window.innerWidth - world.width) * 0.5;
			mouse.y = event.touches[0].pageY - (window.innerHeight - world.height) * 0.5;
		}
	}
	
	/**
	 * Event handler for document.ontouchend.
     * @param event
	 */
	function documentTouchEndHandler(event) {
		mouse.down = false;
	}
	
	
	
	/**
	 * Called on every frame to update and render the world.
	 */
	function loop() {
		
		//contxt.fillStyle = "rgba(0,0,0,1)";
		//contxt.fillRect( 0, 0, world.width, world.height );
		//contxt2.fillStyle = "rgba(0,0,0,1)";
		//contxt2.fillRect( 0, 0, world.width, world.height );
		//contxt.clearRect( 0, 0, world.width, world.height );
		//contxt2.clearRect( 0, 0, world.width, world.height );
		
		cam1.orientation.y = mouse.x / 1000;
        cam1.orientation.x = (mouse.y / 1000) * -1;
		
		//check for user interaction
		if ( mouse.down ) {
			//nothing
		}
		if ( key.up ) {
			cam1.move(initsize);
			//cam2.move(initsize);
		}
		if ( key.down ) {
			cam1.move(-initsize);
			//cam2.move(-initsize);
		}
		if ( key.left ) {
			cam1.pan(-initsize, 0);
			//cam2.pan(-initsize, 0);
		}
		if ( key.right ) {
			cam1.pan(initsize, 0);
			//cam2.pan(initsize, 0);
		}
		if ( key.r ) {
			cam1.pan(0, -initsize);
			//cam2.pan(0, -initsize);
		}
		if ( key.f ) {
			cam1.pan(0, initsize);
			//cam2.pan(0, initsize);
		}
		
		if ( key.w ) {
			cam1.orientation.x += 0.03;
			//cam2.orientation.x += 0.03;
		}
		if ( key.a) {
			cam1.orientation.y -= 0.03;
			//cam2.orientation.y -= 0.03;
		}
		if ( key.s ) {
			cam1.orientation.x -= 0.03;
			//cam2.orientation.x -= 0.03;
		}
		if ( key.d) {
			cam1.orientation.y += 0.03;
			//cam2.orientation.y += 0.03;
		}
		if ( key.q ) {
			cam1.orientation.z -= 0.03;
			//cam2.orientation.z -= 0.03;
		}
		if ( key.e) {
			cam1.orientation.z += 0.03;
			//cam2.orientation.z += 0.03;
		}
		if ( key.t ) {
			cam1.zoom += 0.05;
			//cam2.zoom += 0.05;
		}
		if ( key.g) {
			cam1.zoom -= 0.05;
			//cam2.zoom -= 0.05;
		}
		
		
		// update info-layer if visible
		if (settings.statusOn) {
			ui.statusContent.innerHTML = "ObjectCount: " + objectPool.length + "<br />TimeCode: " + TIME;
            ui.statusContent.innerHTML += "<br / >CAM1 x:" + cam1.position.x + " y:" + cam1.position.y + " z:" + cam1.position.z;
			ui.statusContent.innerHTML += " xo:" + cam1.orientation.x + " yo:" + cam1.orientation.y + " zo:" + cam1.orientation.z + " zoom:" + cam1.zoom;
            //ui.statusContent.innerHTML += "<br / >CAM2 x:" + cam2.position.x + " y:" + cam2.position.y + " z:" + cam2.position.z;
			//ui.statusContent.innerHTML += " xo:" + cam2.orientation.x + " yo:" + cam2.orientation.y + " zo:" + cam2.orientation.z + " zoom:" + cam2.zoom;
			ui.statusContent.innerHTML += "<br /> OBJ1 x:" + objectPool[1].position.x + " y:" + objectPool[1].position.y + " z:" + objectPool[1].position.z;
            ui.statusContent.innerHTML += "<br / >MOUSE x:" + mouse.x + " y:" + mouse.y;
		}
		
        var temp;
		// Alter object by object and determin renderqueue
		for( var i = 0, len = objectPool.length; i < len; i++ ) {
                    var object = objectPool[i];
                    if (typeof object === 'undefined') {
                        continue;
                    }
                    
                    // rotate 1st 20 objects if rotation is on
                    if (settings.rotationOn && i < 20) {
                        object.rotate(initsize*5, initsize*5, initsize*5, 0, (Math.PI*2)/FRAMERATE, 0);
                    }
                    temp = object.getScreenCoords(cam1);
                    if ( ( temp.x < -world.width ) || ( temp.y < -world.height ) || ( temp.x > world.width*2 ) || ( temp.y > world.height*2 ) || ( temp.distance < 0 ) ) {
                        // do nothing
                    } else {
                        renderPool.push(object);
                    }
		}
                // sort render Queue
                renderPool.sort(function(a, b){
                    return b.tempIndex-a.tempIndex;
                });
                // render Queue
                
                //contxt.fillStyle = "rgba(0,0,0,1)";
                //contxt.fillRect( 0, 0, world.width, world.height );
                contxt.clearRect(0, 0, world.width, world.height);
                //contxt.fillRect( 0, 0, world.width, world.height );
                for( var i = 0, len = renderPool.length; i < len; i++ ) {
                    var object = renderPool[i];
                    // Render Objects
                    object.render( cam1, contxt,1 );
                    //object.render( cam2, contxt2, 2 );
                }
                
                renderPool = [];
		
		// Reindex object Array
		// Create new placeholder pool, fill with valids and overwrite pool
		//var cleanPool = [];
		//for (var i in objectPool) { 
		//  if( objectPool[i] ) { 
		//	cleanPool.push( objectPool[i] ); 
		//  } 
		//}
		//objectPool = cleanPool;
		
		TIME += 1;
	}
};

/**
 * Defines a 3D Camera and basic operations.
 * @param xpos
 * @param ypos
 * @param zpos
 * @param xori
 * @param yori
 * @param zori
 * @param zoom
 * @param stereo
 */
function camera( xpos, ypos, zpos, xori, yori, zori, zoom, stereo ) {
	this.position = { x: xpos || 0, y: ypos || 0, z: zpos || 0 };
	this.orientation = { x: xori || 0, y: yori || 0, z: zori || 0 };
	this.zoom = zoom || 1;
    this.stereo = stereo || 0;
};
camera.prototype.move = function( z ) {
	// Displace to make rotation point 0,0,0
	var tx = 0;
	var ty = 0;
	var tz = z;
	// Precalculates Sin & Cos for rotation angles
	var cosx = Math.cos(-this.orientation.x);
	var cosy = Math.cos(-this.orientation.y);
	var cosz = Math.cos(0);
	var sinx = Math.sin(-this.orientation.x);
	var siny = Math.sin(-this.orientation.y);
	var sinz = Math.sin(0);
	// Rotate Coordinate
	// http://en.wikipedia.org/wiki/3D_projection#Perspective_projection
	var nx = ( cosy * ( sinz * ( ty ) + cosz * ( tx ) ) - siny * ( tz ) );
	var ny = ( sinx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) + cosx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	var nz = ( cosx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) - sinx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	// Reassign new coordinates and displace back to match rotation point
	this.position.x += nx;
	this.position.y += ny;
	this.position.z += nz;
};
camera.prototype.pan = function( x, y ) {
	// Displace to make rotation point 0,0,0
	var tx = x;
	var ty = y;
	var tz = 0;
	// Precalculates Sin & Cos for rotation angles
	var cosx = Math.cos(0);
	var cosy = Math.cos(-this.orientation.y);
	var cosz = Math.cos(-this.orientation.z);
	var sinx = Math.sin(0);
	var siny = Math.sin(-this.orientation.y);
	var sinz = Math.sin(-this.orientation.z);
	// Rotate Coordinate
	// http://en.wikipedia.org/wiki/3D_projection#Perspective_projection
	var nx = ( cosy * ( sinz * ( ty ) + cosz * ( tx ) ) - siny * ( tz ) );
	var ny = ( sinx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) + cosx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	var nz = ( cosx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) - sinx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	// Reassign new coordinates and displace back to match rotation point
	this.position.x += nx;
	this.position.y += ny;
	this.position.z += nz;
};

/**
 * Defines a 3D Point and basic operations.
 * @param x
 * @param y
 * @param z
 */
function point( x, y, z ) {
	this.position = { x: x || 0, y: y || 0, z: z || 0 };
    this.tempIndex = 0;
};
point.prototype.distanceTo = function(p) {
	var dx = p.x-this.position.x;
	var dy = p.y-this.position.y;
	var dz = p.z-this.position.z;
	return Math.sqrt((Math.pow(dx, 2)) + (Math.pow(dy, 2)) + (Math.pow(dz, 2)));
	//return Math.sqrt((dx * dx) + (dy * dy) + (dz * dz));
};
point.prototype.rotate = function( x, y, z, xr, yr, zr) {
	// Displace to make rotation point 0,0,0
	var tx = this.position.x - x;
	var ty = this.position.y - y;
	var tz = this.position.z - z;
	// Precalculates Sin & Cos for rotation angles
	var cosx = Math.cos(xr);
	var cosy = Math.cos(yr);
	var cosz = Math.cos(zr);
	var sinx = Math.sin(xr);
	var siny = Math.sin(yr);
	var sinz = Math.sin(zr);
	// Rotate Coordinate
	// http://en.wikipedia.org/wiki/3D_projection#Perspective_projection
	var nx = ( cosy * ( sinz * ( ty ) + cosz * ( tx ) ) - siny * ( tz ) );
	var ny = ( sinx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) + cosx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	var nz = ( cosx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) - sinx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	// Reassign new coordinates and displace back to match rotation point
	this.position.x = nx + x;
	this.position.y = ny + y;
	this.position.z = nz + z;
};
point.prototype.getScreenCoords = function(c) {
	// Displace to make rotation point 0,0,0
	var tx = this.position.x - c.position.x;
	var ty = this.position.y - c.position.y;
	var tz = this.position.z - c.position.z;
	// Precalculates Sin & Cos for rotation angles
	var cosx = Math.cos(c.orientation.x);
	var cosy = Math.cos(c.orientation.y);
	var cosz = Math.cos(c.orientation.z);
	var sinx = Math.sin(c.orientation.x);
	var siny = Math.sin(c.orientation.y);
	var sinz = Math.sin(c.orientation.z);
	// Rotate Coordinate
	// http://en.wikipedia.org/wiki/3D_projection#Perspective_projection
	var nx = ( cosy * ( sinz * ( ty ) + cosz * ( tx ) ) - siny * ( tz ) );
	var ny = ( sinx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) + cosx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	var nz = ( cosx * ( cosy * ( tz ) + siny * ( sinz * ( ty ) + cosz * ( tx ) ) ) - sinx * ( cosz * ( ty ) - sinz * ( tx ) ) );
	// Return ScreenCoordinates and distance to viewing plane
        this.tempIndex = nz;
	return { 
		x : (((nx+c.stereo) * (c.zoom/nz)) * (world.height/2)) + (world.width/2),
		y : (((ny+c.stereo) * (c.zoom/nz)) * (world.height/2)) + (world.height/2),
		distance : nz
	};
};
point.prototype.render = function( cam, cont, str ) {
	// Get Screen Coordinates
	var screenCoords = this.getScreenCoords(cam);
	// Check distance to camera before rendering
	if (screenCoords.distance > 0) {
                // Plot Square
		//cont.fillStyle = 'rgba('+Math.round(255)+','+Math.round(255)+','+Math.round(255)+',1.0)';
		//cont.fillRect( screenCoords.x-(str*2), screenCoords.y-(str*2), str*4, str*4 );
                // Draw Circle
                cont.beginPath();
                cont.arc( screenCoords.x, screenCoords.y, str*2, 0, Math.PI*2, true );
                cont.strokeStyle = 'rgba('+255+','+255+','+255+',1.0)';
                cont.lineWidth = 1;
                cont.stroke();
	}
};

function line( p1, p2 ) {
	this.points = new Array;
	this.points[0] = p1 || new point( 0, 0, 0 );
	this.points[1] = p2 || new point( 0, 0, 0 );
        this.tempIndex = 0;
};
line.prototype.rotate = function( x, y, z, xr, yr, zr) {
	for (var i = 0; i < this.points.length; i++) {
		this.points[i].rotate( x, y, z, xr, yr, zr);
	};
};
line.prototype.getScreenCoords = function(c) {
    var screenCoords = this.points[0].getScreenCoords(c);
    this.tempIndex = this.points[0].tempIndex;
    return (screenCoords);
};
line.prototype.render = function( cam, cont, str ) {
	var screenCoords = this.points[0].getScreenCoords(cam);
	var screenCoords2 = this.points[1].getScreenCoords(cam);
	var distance = ((screenCoords.distance + screenCoords2.distance) / 2);
	var brightnes = Math.round((1 / (distance / 500) ) * 255);
	if (distance > 125) {
		cont.beginPath();
		cont.moveTo(screenCoords.x,screenCoords.y);
		cont.lineTo(screenCoords2.x,screenCoords2.y);
		cont.lineWidth = str;
		cont.strokeStyle = 'rgba('+brightnes+','+brightnes+','+brightnes+',1.0)';
		cont.stroke();
	}
};


world3D.initialize();



              
            
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999px

Console