2D template
with orbitControls, XZgrid, info
by joe chan
HTML
<div id="info">Collision Part 0
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var pos, vel, force;
var clock = new THREE.Clock();
var ball;
var planeP = new THREE.Vector3(10, 0, 0);
var planeN = new THREE.Vector3(0, 1, 0);
var ballR = 3;
var keyboard = new KeyboardState();
init();
animate();
function height (x) {
if (x < 0)
return 0;
else // x > 0
return -20;
}
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
pos = new THREE.Vector3(20, 40, 0);
vel = new THREE.Vector3(-5, 0, 0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-50, 50, 50, -50, -10, 100);
camera.position.z = 10;
scene.add(camera);
////////////////////////////////////////////////////////////////////////////////////////////
ball = new THREE.Mesh(new THREE.CircleGeometry(ballR, 20), new THREE.MeshBasicMaterial({
color: 0xffffff
}));
scene.add(ball);
ball.position.y = 30;
var ground = new THREE.Mesh(new THREE.PlaneGeometry(100, 50), new THREE.MeshBasicMaterial({
color: 0xff0000
})); ground.position.y = -45;
scene.add(ground);
window.addEventListener('resize', onWindowResize, false);
// window.addEventListener('mousedown', onDocumentMouseDown, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
var dt = clock.getDelta();
keyboard.update();
// force: add gravity first
force = new THREE.Vector3(0, -90, 0);
if (keyboard.down("space") || keyboard.down ("up")) {
vel.y += 40;
}
// then do Euler's
vel.add(force.clone().multiplyScalar(dt));
pos.add(vel.clone().multiplyScalar(dt));
ball.position.copy(pos);
// bounce back
if (pos.y <= ballR + height (pos.x)) {
pos.y = ballR + height(pos.x);
vel.y *= -.3;
}
...