var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2;
init(); animate();
function init() {
container = document.createElement( 'div' ); document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x444444 ); scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd ); directionalLight.position.set( 1000, 1000 , 1000 ).normalize(); scene.add( directionalLight );
// model
var onProgress = function ( xhr ) { if ( xhr.lengthComputable ) { var percentComplete = xhr.loaded / xhr.total * 100; console.log( Math.round(percentComplete, 2) + '% downloaded' ); } };
var onError = function ( xhr ) { };
THREE.Loader.Handlers.add( /.dds$/i, new THREE.DDSLoader() );
var loader = new THREE.OBJMTLLoader(); loader.load( 'room.obj', 'room.mtl', function ( object ) {
object.position.y = 0; scene.add( object );
}, onProgress, onError );
//
renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2; windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2; mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
requestAnimationFrame( animate ); render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05; camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}