Files
three.js/examples/webgl_collisions_trigger.html
T
alteredq 4470e0f619 Merged physics branch into master.
Also some whitespace and titles cleanup.
2011-04-05 16:10:23 +02:00

168 lines
5.5 KiB
HTML

<html>
<head>
<title>three.js webgl - collision detection</title>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<style type="text/css">
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#oldie {
background-color: #ddd !important
}
#info {
position: absolute;
top: 30px;
left: 10px;
width: 800px;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: left;
z-index: 100;
}
#options {
position: absolute;
top: 10px;
left: 10px;
width: 800px;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: left;
z-index: 100;
}
</style>
<script type="text/javascript" src="../build/Three.js">
</script>
<script type="text/javascript" src="js/RequestAnimationFrame.js">
</script>
<script type="text/javascript">
var scene, camera, renderer, info, mouse2d, sun, loader, sphere;
var range = 400;
var speed = 1;
var sphereSize = 4;
var cubes = [];
function init(){
container = document.createElement('div');
document.body.appendChild(container);
info = document.getElementById("info");
camera = new THREE.Camera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.y = 120;
camera.position.x = 300;
camera.position.z = 0;
mouse2d = new THREE.Vector3(0, 0, 1);
loader = new THREE.Loader(true);
scene = new THREE.Scene();
sphere = new THREE.Mesh(new Sphere(sphereSize, 10, 10), new THREE.MeshLambertMaterial({
color: 0xff0000
}));
scene.addObject(sphere);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
var ambientLight = new THREE.AmbientLight(0xdddddd);
scene.addLight(ambientLight);
sun = new THREE.DirectionalLight(0xffffff);
sun.position = new THREE.Vector3(1, -1, 1).normalize();
scene.addLight(sun);
createObstacles();
container.onmousemove = onDocumentMouseMove;
animate();
}
function createObstacles(){
createCube(100, 50, 10, new THREE.Vector3(0, 0, 100));
camera.target = createCube(100, 50, 10, new THREE.Vector3(0, 0, 200));
createCube(100, 50, 10, new THREE.Vector3(0, 0, 300));
}
function createCube(sx, sy, sz, p){
var cube = new THREE.Mesh(new Cube(sx, sy, sz, 1, 1, 1), new THREE.MeshLambertMaterial({
color: 0x003300//, wireframe: true
}));
cube.position = p;
scene.addObject(cube);
THREE.Collisions.colliders.push( THREE.CollisionUtils.MeshOBB(cube) );
cubes.push(cube);
return cube;
}
function onDocumentMouseMove(event){
event.preventDefault();
mouse2d.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse2d.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse2d.z = 1;
}
function animate(){
requestAnimationFrame(animate);
sphere.position.z += speed;
if(sphere.position.z > range) sphere.position.z = 0;
for (var i = 0; i < cubes.length; i++) {
cubes[i].materials[0].color = new THREE.Color(0x003300);
}
var ray = new THREE.Ray( sphere.position, new THREE.Vector3(0,0,1) );
var c = THREE.Collisions.rayCastNearest(ray);
if (c && c.distance == -1) {
info.innerHTML = "Colliding!";
c.mesh.materials[0].color = new THREE.Color(0xff0000);
} else if(c && c.distance >= 0) {
info.innerHTML = "Approaching @ " + c.distance;
} else {
info.innerHTML = "No collider in sight.";
}
camera.position.x = Math.cos(mouse2d.x * Math.PI) * 300;
camera.position.z = 200 + Math.sin(mouse2d.x * Math.PI) * 300;
renderer.render(scene, camera);
}
function vts(v){
if (!v)
return "undefined<br>";
else
return v.x + " , " + v.y + " , " + v.z + "<br>";
}
</script>
</head>
<body onload="init();">
<div id="info">
</div>
<div id="options">
</div>
</body>
</html>