contact problem (deviceOrientation)

with borders

by jmchen

HTML

<div id="info">Contact Problem
    <br/>Device Orientation</div>
<div id='deviceInfo'></div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>

CSS

#info {
    position: absolute;
    top: 0px;
    width: 100%;
    padding: 10px;
    text-align: center;
    color: #ffff00
}
#deviceInfo {
    position: absolute;
    bottom: 20px;
    width: 100%;
    padding: 10px;
    text-align: center;
    color: #ffff00
}
body {
    overflow: hidden;
}

JavaScript

// new contact problem:
// static XZ plane
// moving gravity vector (subject to deviceOrientation)
// add shadow map
// add border first ....
//

var camera, scene, renderer, light;
var ball, plane;
var clock = new THREE.Clock();
var mouse = new THREE.Vector2();
var gravity = new THREE.Vector3();
var deviceInfo;

// class defintions here
var Ball = function () {
    // properties
    this.pos = new THREE.Vector3(0, 0, 0);
    this.vel = new THREE.Vector3();
    this.force = new THREE.Vector3();
    this.mesh = new THREE.Mesh(new THREE.SphereGeometry(10, 12, 12), new THREE.MeshPhongMaterial({
        color: 0xff1234,
        specular: 0x444444,
        shininess: 80
    }));
    scene.add(this.mesh);

    // methods
    this.update = function (dt) {
        this.vel.add(this.force.clone().multiplyScalar(dt));
        this.pos.add(this.vel.clone().multiplyScalar(dt));
        this.mesh.position.copy(this.pos);
	
        // border check
        if (this.pos.x > 90) {
            this.pos.setX (90);
            this.vel.setX (0);
        } else if (this.pos.x < -90) {
            this.pos.setX (-90);
            this.vel.setX (0);
        }
        if (this.pos.z > 90) {
            this.pos.setZ (90);
            this.vel.setZ (0);
        } else if (this.pos.z < -90) {
            this.pos.setZ (-90);
            this.vel.setZ (0);
        }
        
        
    }
}

var Plane = function () {
    // properties
    this.pos = new THREE.Vector3(0, 10, 0); // object frame
    this.normal = new THREE.Vector3(0, 1, 0); // object frame
    this.mesh = new THREE.Mesh(new THREE.BoxGeometry(500, 20, 500), new THREE.MeshLambertMaterial({
        transparent: true,
        opacity: 0.5
    }));
    scene.add(this.mesh);

    // methods
    this.isPointOut = function (point) {
        // considering plane transformation
        var posW = this.pos.clone(); // in world frame
        var normalW = this.normal.clone();
        posW.applyMatrix4(this.mesh.matrixWorld);
       ...