Parametrizirana zadeva

rob
Jure Podgoršek 2017-10-05 02:12:16 +02:00
parent f981e3c85a
commit ed44eecf2f
1 changed files with 70 additions and 40 deletions

110
anim.js
View File

@ -1,26 +1,51 @@
console.log("Hello, Sky!");
function lineRotate() {
_results = [];
/**** ******
/ Parametri razni *
************/
for (i = _i = 0, _ref = this.lines.length - 1; 0 <= _ref ? _i <= _ref : _i >= _ref; i = 0 <= _ref ? ++_i : --_i) {
this.lines[i].rotation.y += 0.001;
this.lines[i].rotation.z += 0.003;
this.lines[i].rotation.x += 0.006;
_results.push(this.lines[i].material.color.offsetHSL(0.0666, 0, 0));
}
return _results;
};
// Odmik kamere
var odmik_kamere = 100;
// Rotacija kamere
var cam_rot_offset = 0.2;
// Vidni kot
var FOV = 140;
// Sirina in visina objektov
var width = 2;
var height = 2;
// Prvotno prazno polje objektov. Lahko bi kak buffer to bil pozneje
var objekti = [];
// Parametri animacije
var rotacijaX = 0.006;
var rotacijaY = 0.001;
var rotacijaZ = 0.003;
var zamikBarve = 0.0666;
var wDiff = 0.5;
var hDiff = 0.5;
// Scena, kamera in render
scene = new THREE.Scene;
camera = new THREE.PerspectiveCamera(140, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 100;
camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = odmik_kamere;
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
// Belo ozadje
@ -28,16 +53,23 @@ renderer.setSize(window.innerWidth, window.innerHeight);
// Črno ozadje
renderer.setClearColor(0x000000, 1);
pixel_size = 2;
width = 2;
height = 2;
width -= this.width % this.pixel_size;
height -= this.height % this.pixel_size;
lines = [];
function addLineGrid(pixel_size, width, height) {
// Funkcija za rotacijo objektov
function objRotate() {
objekti.map(function (obj) {
obj.rotation.y += rotacijaY;
obj.rotation.z += rotacijaZ;
obj.rotation.x += rotacijaX;
obj.material.color.offsetHSL(zamikBarve, 0, 0);
});
};
// Funkcija za dodajanje novih objektov
function addObj(w, h) {
var col = new THREE.Color();
col.setHSL(this.height / 100 % 1, 1, 0.4);
col.setHSL(h / 100 % 1, 1, 0.4);
var mat = new THREE.LineBasicMaterial({
color: col
@ -45,50 +77,48 @@ function addLineGrid(pixel_size, width, height) {
var geo = new THREE.Geometry();
var offset = height / 2;
var offset = h / 2;
geo.vertices.push(new THREE.Vector3(-offset, 0, 0), new THREE.Vector3(0, offset, 0));
geo.vertices.push(new THREE.Vector3(-offset, 0, 0), new THREE.Vector3(0, -offset, 0));
geo.vertices.push(new THREE.Vector3(offset, 0, 0), new THREE.Vector3(0, offset, 0));
geo.vertices.push(new THREE.Vector3(offset, 0, 0), new THREE.Vector3(0, -offset, 0));
var line = new THREE.Line(geo, mat, THREE.LineSegments);
var obj = new THREE.Line(geo, mat, THREE.LineSegments);
this.lines.push(line);
this.scene.add(line);
grid = line;
objekti.push(obj);
scene.add(obj);
};
function render () {
requestAnimationFrame(render);
// Dodaj objekt vcasih
if (height % 2 === 0) {
addLineGrid(pixel_size, width, height);
addObj(width, height);
}
renderer.render(scene, camera);
width += 0.5;
height += 0.5;
width += wDiff;
height += hDiff;
camRotate();
lineRotate();
objRotate();
};
function camRotate () {
var dist = 100;
var offset = 1;
// rotiraj po z osi
camera.translateX(offset);
camera.translateZ(dist - Math.sqrt(Math.pow(dist, 2) + Math.pow(offset, 2)));
camera.translateX(cam_rot_offset);
camera.translateZ(odmik_kamere - Math.sqrt(Math.pow(odmik_kamere, 2) + Math.pow(cam_rot_offset, 2)));
/*
camera.translateY(offset);
camera.translateX(dist - Math.sqrt(Math.pow(dist, 2) + Math.pow(offset, 2)));
camera.translateY(cam_rot_offset);
camera.translateX(odmik_kamere - Math.sqrt(Math.pow(odmik_kamere, 2) + Math.pow(cam_rot_offset, 2)));
camera.translateY(offset);
camera.translateX(dist - Math.sqrt(Math.pow(dist, 2) + Math.pow(offset, 2)));
camera.translateY(cam_rot_offset);
camera.translateX(odmik_kamere - Math.sqrt(Math.pow(odmik_kamere, 2) + Math.pow(cam_rot_offset, 2)));
*/
camera.lookAt(new THREE.Vector3(0, 0, 0));