Threejs - Template2 ES6

by black strings

HTML

<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/OrbitControls.js"></script>

CSS

/* fix mouse click offset errors when doing drags */
body {
  margin: 0;
}

JavaScript

class Main {
	constructor(){
    this.objects = []; 
    this.scene = new THREE.Scene();
    
    var width = window.innerWidth;
    var height = window.innerHeight * .75;
    this.camera = new THREE.PerspectiveCamera( 
    	35, width/height, 0.1, 10000 
    );
    
    this.renderer = new THREE.WebGLRenderer();
    
    
    this.renderer.setSize( width, height );
    this.renderer.setClearColor( 0xcccccc, 1 ); 
    
    // controls should set 2nd param or mouse move will be all over the main dom element
    // null on 2nd param, threejs will use the parent as the mouse click and prevent default
    this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
    
    // will turn off zooming while panning with right mouse click, false by default
    this.controls.screenSpacePanning = true;
    
    document.body.appendChild( this.renderer.domElement );
    this.scene.add(this.camera);

    
    this.setToFullOrbit(this.controls);
    this.camera.position.copy(new THREE.Vector3(100,100,100));
    // fix first frame render issue going invisible
    this.camera.lookAt(new THREE.Vector3(0,0,0));

    var axisHelper = new THREE.AxisHelper();
    axisHelper.rotateX(Math.PI / 2);
    this.scene.add(axisHelper);
    
    var grid = new THREE.GridHelper(144,12);
    grid.rotateX(Math.PI / 2);
    this.scene.add(grid);

		this.createScene();

  }
  
  // playground
  createScene(){
	
  	this.scene.add(Utils.createSphereAtPosition(2, new THREE.Vector3()));
    this.scene.add(Utils.createSphereAtPosition(2, new THREE.Vector3()));
    
    var Foo = function(id){
    	this.id = id;
    }
    
    var foos = [new Foo(1), new Foo(2)];
    var c = foos.map(f => { 
    	f.id = 99;
      return f;
    });
    console.dir(foos);
    console.dir(c);
  
  //var angleB = this.getAngleBetweenTwoVectorsInDeg(a1,a2);
  //console.log(angleB);
    
  }
  
  getAngleBetweenTwoVectorsInDeg(p1, p2) {
    var result;
    if (p1 && p2) {
      var angle1 = Math.atan2(p1.y,...