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August 29, 2015 13:55
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this started with me figuring out a sensible way to call the webgl init() method asynchronously, and then i thought i'd add some nervy boxes in a ring pattern (demo here -> http://joat.es/webgl/twitchy-ringer/)
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var webgl = require('./webgl') | |
, boxes = 32 | |
webgl.init(boxes, function(err, data) { | |
if (err) console.error('init failed') | |
console.log('ready', data) | |
}) |
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var domready = require('domready') | |
, raf = require('raf') | |
, THREE = require('./three-r65') | |
, width = window.innerWidth | |
, height = window.innerHeight | |
, scene = new THREE.Scene() | |
, light = new THREE.PointLight(0xffffff, 2, 3000) | |
, camera = new THREE.PerspectiveCamera(40, width / height, 0.1, 10000) | |
, object = new THREE.Mesh( | |
new THREE.CubeGeometry(10, 10, 10) | |
, new THREE.MeshLambertMaterial({ color: 0xff9000 }) | |
) | |
module.exports = { | |
renderer: new THREE.WebGLRenderer({ antialias: false }) | |
, init: function(qty, cb) { | |
var self = this | |
process.nextTick(function() { | |
domready(function() { | |
scene.add(light) | |
scene.add(new THREE.AmbientLight(0x202020)) | |
var num = qty | |
while (--num) { | |
clone = object.clone() | |
clone.position.set(Math.cos(num)*qty, Math.sin(num)*qty, -qty) | |
clone.position.setLength(20) | |
scene.add(clone) | |
} | |
camera.position.z = 40 | |
self.renderer.setSize(width, height) | |
document.body.appendChild(self.renderer.domElement) | |
window.addEventListener('resize', self.resize.bind(self), false) | |
// animation. | |
raf(self.renderer.domElement).on('data', function(dt) { | |
self.update(dt) | |
self.render() | |
}) | |
// async response. | |
cb(!scene instanceof THREE.Scene, scene) | |
}) | |
}) | |
} | |
, render: function() { | |
this.renderer.render(scene, camera) | |
} | |
, resize: function() { | |
width = window.innerWidth | |
height = window.innerHeight | |
this.renderer.setSize(width, height) | |
camera.aspect = width / height | |
camera.updateProjectionMatrix() | |
} | |
, update: function(t) { | |
var s = 0.5 + 0.05 * Math.sin(t * 10) | |
scene.children.forEach(function(m) { | |
if (m instanceof THREE.Mesh) { | |
m.scale.set(s, s, s) | |
m.rotation.y += Math.random()*0.01 | |
m.rotation.x += Math.random()*0.001 | |
} | |
}) | |
light.position = camera.position | |
} | |
} |
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