Created
July 3, 2012 22:08
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function render() { | |
rotation.x += ( target.x - rotation.x ) * 0.05; | |
rotation.y += ( target.y - rotation.y ) * 0.05; | |
distance += ( distanceTarget - distance ) * 0.05; | |
camera.position.x = distance * Math.sin( rotation.x ) * Math.cos( rotation.y ); | |
camera.position.y = distance * Math.sin( rotation.y ); | |
camera.position.z = distance * Math.cos( rotation.x ) * Math.cos( rotation.y ); | |
if( cubes.length > 0 ) { | |
// this is amazing... | |
//console.log( camera.position.distanceTo( cubes[0] ) - distance + 200 ); | |
var hits = false; | |
for( var i = 0, len = cubes.length; i < len; i++ ) { | |
if( (camera.position.distanceTo( cubes[i] ) - distance + 200 ) < 4 ) { | |
hits = true; | |
if( !videos[i].displayed ) { | |
videos[i].displayed = true; | |
$("#video_wrapper").addClass("gotime").html("<img src='http://img.youtube.com/vi/"+videos[i].vid+"/0.jpg' />" ); | |
current_vid = videos[i].vid; | |
} | |
} else { | |
videos[i].displayed = false; | |
} | |
} | |
if( !hits ) { | |
$("#video_wrapper").removeClass("gotime").html(""); | |
} | |
} | |
renderer.clear(); | |
renderer.render( scene, camera ); | |
renderer.render( sceneAtmosphere, camera ); | |
} | |
function checkIntersection(evt) { | |
if( bMoved ) { | |
} else { | |
// get the mouse position and create | |
// a projector for the ray | |
var mouseX = evt.offsetX || evt.clientX, | |
mouseY = evt.offsetY || evt.clientY, | |
projector = new THREE.Projector(); | |
// set up a new vector in the correct | |
// coordinates system | |
var vector = new THREE.Vector3( | |
(mouseX / window.innerWidth) * 2 - 1, | |
-(mouseY / window.innerHeight) * 2 + 1, | |
0.5); | |
// now "unproject" the point on the screen | |
// back into the the scene itself. This gives | |
// us a ray direction | |
projector.unprojectVector(vector, camera); | |
// create a ray from our current camera position | |
// with that ray direction and see if it hits the sphere | |
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize()), | |
intersects = ray.intersectObject(mesh); | |
if( intersects.length > 0 ) { | |
var temproid = intersects[0].face.centroid; | |
cube = new THREE.Mesh( | |
new Cube( 10, 10, 30 ), | |
new THREE.MeshLambertMaterial( { color: 0xFF0000 } ) | |
); | |
cube.position.x = temproid.x; | |
cube.position.y = temproid.y; | |
cube.position.z = temproid.z; | |
cube.lookAt( mesh.position ); | |
cube.updateMatrix(); | |
cubes.push( cube.position ); | |
scene.addObject( cube ); | |
} | |
} | |
bMoved = false; | |
} |
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