var objects = [];
var scene = new THREE.Scene();
var width = window.innerWidth;
var height = window.innerHeight;
var camera = new THREE.PerspectiveCamera( 35, width/height, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( width, height );
renderer.setClearColor( 0xcccccc, 1 );
document.body.appendChild( renderer.domElement );
scene.add(camera);
controls = new THREE.OrbitControls(camera, renderer.domElement);
setToFullOrbit(controls)
camera.position.copy(new THREE.Vector3(fti(5), fti(5), fti(5)) );
// fix first frame render issue going invisible
camera.lookAt(new THREE.Vector3(0,0,0));
var axisHelper = new THREE.AxisHelper();
scene.add(axisHelper);
var grid = new THREE.GridHelper(fti(12), 12);
scene.add(grid);
// ---- playground here
// contains all the pattern sets, but for example purpose, it only has one pattern set
var patterns = getPatternMap();
// build pattern at index 0
buildPattern(patterns[0]);
// ---- end of playground
// ------------ all functions goes down here
function buildPattern(pattern){
// pattern.build(); // really all this code will be moved to live in the pattern.build();
// a emptry container to hold only the blocks that make up the pattern
var patternBlockMesh = new THREE.Mesh();
// create each block from the pattern
pattern.blocks.forEach((block) => {
var geo = new THREE.BoxGeometry(block.w, block.h);
// due to using boxGeometry, offset the mesh x and y value so their lower left corner becomes their origin
geo.applyMatrix(new THREE.Matrix4().makeTranslation(block.w/2, block.h/2, 0));
// create the mesh
var mesh = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({color: block.c}));
//var edge = new THREE.EdgesHelper(mesh);
//mesh.add(edge);
// set the block into position within the pattern
mesh.position.set(block.x, block.y, 0);
// put the block into the partn empty container
patternBlockMesh.add(mesh);
});
//scene.add(patternBlockMesh);
...
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