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main.js
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import "./style.css";
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { gsap } from "gsap";
let experience = {
canvas: document.getElementById("webgl"),
clock: new THREE.Clock(),
scene: new THREE.Scene(),
camera: new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.01,
1000
),
colors: [
// an array of some of my fave colors for randomly coloring objects
"deeppink",
"cyan",
"yellow",
"white",
"tomato",
"chartreuse",
"crimson",
"cornflowerblue",
"coral",
],
dims: {
width: window.innerWidth,
height: window.innerHeight,
},
texture: new THREE.TextureLoader(),
isPlaying: false,
mixer: new THREE.AnimationMixer(),
heart: new THREE.Object3D(),
monster: new THREE.Object3D(),
playIcon: '<ion-icon name="pause-outline"></ion-icon>',
pauseIcon: '<ion-icon name="play-outline"></ion-icon>',
// instantiate, load textures, objects, etc
boot: function () {
// create the renderer
experience.renderer = new THREE.WebGLRenderer({
canvas: experience.canvas,
antialias: true,
});
experience.renderer.setSize(experience.dims.width, experience.dims.height);
experience.renderer.shadowMap.enabled = true;
experience.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
experience.renderer.setClearColor(0x000000, 1);
// let's move the camera off 0,0,0
experience.camera.position.set(2.5, 3, 20);
experience.camera.lookAt(new THREE.Vector3());
// make it foggy, now
experience.scene.fog = new THREE.Fog(0xcccccc, 1000, 10000);
// add cam to scene
experience.scene.add(experience.camera);
},
// create all lights and objects for your scene
create: function () {
// ambient light
// let ambi = new THREE.AmbientLight("white", 0.65);
// ambi.position.set(0, 1000, 0);
// experience.scene.add(ambi);
// directional light
let dirLight = new THREE.DirectionalLight(0xffffff, 1);
// dirLight.position.set(0,2000,-1000); // Default position
dirLight.position.set(0, 2000, 0); // High Noon
dirLight.castShadow = true;
experience.scene.add(dirLight);
// add a point light to the camera
let point = new THREE.PointLight("aliceblue", 1, 800);
point.castShadow = true;
point.lookAt(experience.monster.position);
experience.camera.add(point);
// add a spotlight to point at monster
// let spot = new THREE.SpotLight(0xffffff, 0.75);
// spot.castShadow = true;
// spot.position.set(0, 100, 0);
// experience.scene.add(spot);
// // debug only obvs
// let lightHelper = new THREE.SpotLightHelper(spot);
// experience.scene.add(lightHelper);
// create a floor
// let txtr = experience.texture.load("./textures/concrete3-albedo.png");
// txtr.wrapS = THREE.RepeatWrapping;
// txtr.wrapT = THREE.RepeatWrapping;
// txtr.repeat.set(4, 4);
let geo = new THREE.PlaneGeometry(10, 10, 10, 10);
let mat = new THREE.MeshStandardMaterial({
// map: txtr,
wireframe: false,
color: "silver",
});
experience.floor = new THREE.Mesh(geo, mat);
experience.floor.receiveShadow = true;
experience.floor.rotation.x = -Math.PI / 2;
experience.floor.position.y = -5;
experience.scene.add(experience.floor);
// load your objects
// position the camera where you want it
// experience.camera.position.set(0, -980.636, 1500);
//experience.camera.lookAt(experience.floor.position);
},
_triggerAnimation: function () {},
controls: function () {
// init and add OrbitControls
experience.orbit = new OrbitControls(
experience.camera,
experience.renderer.domElement
);
experience.orbit.enableDamping = true;
experience.orbit.autoRotate = false;
// experience.orbit.target = experience.monster.position;
experience.orbit.enabled = true;
experience.orbit.update();
// DEBUG: enable for debugging camera location
window.addEventListener("wheel", function (evt) {
console.log(experience.camera.position);
});
window.addEventListener("resize", () => {
// update dims
experience.dims.width = window.innerWidth;
experience.dims.height = window.innerHeight;
// update cam
experience.camera.aspect = experience.dims.width / experience.dims.height;
experience.camera.updateProjectionMatrix();
// update the renderer
experience.renderer.setSize(
experience.dims.width,
experience.dims.height
);
experience.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
});
},
render: function () {
// game loop
const elapsedTime = experience.clock.getElapsedTime();
//const audioPlayHead = experience.audio.currentTime / experience.audio.duration;
//document.querySelector(".play-head").style.width =
// audioPlayHead * 100 + "%";
// update controls because damping
experience.orbit.update();
// update objects
// do the render
experience.renderer.render(experience.scene, experience.camera);
// call this method again next frame
window.requestAnimationFrame(experience.render);
},
};
experience.boot();
experience.create();
experience.controls();
experience.render();