three.js testbed

with orbitControls, XZgrid, info

HTML

<div id="info">demo page</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.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, geometry, material, mesh, light, controls;
var angle = 0;
var sign = 1;
//    sign2 = 1;
var group, group2;
//var tt = 0;
var quat1, quat2, qm;

init();
animate();

function init() {
    scene = new THREE.Scene();

    camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.z = 500;
    scene.add(camera);

    geometry = new THREE.BoxGeometry(20, 20, 120);
    material = new THREE.MeshLambertMaterial();

    mesh = new THREE.Mesh(geometry, material);
    mesh.position.set(0, 0, -60);
    group = new THREE.Object3D();
    group.add(mesh);
    group2 = new THREE.Object3D();
    group2.add(group);
    scene.add(group2);

    // setting keyframes
    quat1 = new THREE.Quaternion();
    quat1.setFromAxisAngle(new THREE.Vector3(0, 1, 0), -Math.PI / 6);
    quat2 = new THREE.Quaternion();
    quat2.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 3);
    qm = new THREE.Quaternion(); // quat for slerp

    light = new THREE.PointLight(0xffffff);
    light.position.set(100, 300, 200);
    scene.add(light);

    var gridXZ = new THREE.GridHelper(100, 10);
    gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
    scene.add(gridXZ);

    renderer = new THREE.WebGLRenderer();
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0x888888);

    controls = new THREE.OrbitControls(camera, renderer.domElement);

    document.body.appendChild(renderer.domElement);
    window.addEventListener('resize', onWindowResize, false);
}

function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
   
   this.tt = (this.tt + 0.01*this.sign2) || 0;
   this.sign2 = (this.sign2 === undefined) ? 1 : 
   (this.tt > 1 || this.tt < 0) ? - this.sign2: this.sign2;
	console.log (this.sign2 + ' ' + this.tt);
  ...