167 lines
3.6 KiB
JavaScript
167 lines
3.6 KiB
JavaScript
console.log("Hello, Sky!");
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/**** ☭☭☭☭☭☭☭☭☭☭☭☭ ******
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/☭☭☭☭ Test skripta ☭☭☭☭ *
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******☭☭☭☭☭☭☭☭☭☭☭☭******/
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// Odmik kamere
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var odmik_kamere = 100;
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// Vidni kot
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var FOV = 140;
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// Sirina in visina test objekta
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var width = 25;
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var height = 150;
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var depth = 50;
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// Parametri rotacije (euler)
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var rotacijaX = 0.000;
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var rotacijaY = 0.000;
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var rotacijaZ = 0.000;
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// Parametri pospeska
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var accX = 0.000;
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var accY = 0.000;
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var accZ = 0.000;
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// Scena, kamera in render
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scene = new THREE.Scene;
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camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 2000);
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camera.position.z = odmik_kamere;
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renderer = new THREE.WebGLRenderer({
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alpha: true
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});
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renderer.setSize(window.innerWidth, window.innerHeight);
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// Belo ozadje
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renderer.setClearColor(0xFFFFFF, 1);
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// Črno ozadje
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//renderer.setClearColor(0x000000, 1);
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var skupina = new THREE.Group();
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// Dodaj test skatlo
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var geo = new THREE.BoxGeometry(width, height, depth);
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var mat = new THREE.MeshBasicMaterial({
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color: 0xff00ff,
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wireframe: true
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});
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var cube = new THREE.Mesh(geo, mat);
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skupina.add(cube);
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// Za pospeskomer - os X
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var gAX = new THREE.CylinderGeometry(10, 10, 10, 16);
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var mAX = new THREE.MeshBasicMaterial({ color: 0xff000055 });
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var AX = new THREE.Mesh(gAX, mAX);
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skupina.add(AX);
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// Damo vse skupaj v kader
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scene.add(skupina);
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// Quaternioni za rotacijo in kalibracijo
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var qWW = new THREE.Quaternion();
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var qObj = new THREE.Quaternion(-1, 0, 0, 0);
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var qStart = new THREE.Quaternion(-1, 0, 0, 0);
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var qCalibrate = new THREE.Quaternion();
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var reset = false;
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var objekti = [cube];
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function render () {
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requestAnimationFrame(render);
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renderer.render(scene, camera);
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objAnim();
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};
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// Funkcija za animacijo objektov
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function objAnim() {
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objekti.map(function (obj) {
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//obj.setRotationFromEuler(new THREE.Euler(rotacijaY, -rotacijaX, rotacijaZ, 'XYZ'));
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// Apliciramo rotacijo (po quaternionih - eulerji zajebavajo.)
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qObj = qWW.clone();
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qObj.multiply(qStart);
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obj.setRotationFromQuaternion(qObj);
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AX.scale.x = accX / 1000;
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console.log(accX);
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});
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// Drzimo vse stiri gumbe (reset)? - kalibracija!
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if ((keysPressed[0] + keysPressed[1] + keysPressed[2] + keysPressed[3]) === 4) {
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if (!reset) {
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qStart = qWW.clone();
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qStart.conjugate();
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reset = true;
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console.log("RESET!");
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}
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} else {
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if (reset) {
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reset = false;
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console.log("reset off....");
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}
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}
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};
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// Inicializiraj
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document.onreadystatechange = function () {
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if (document.readyState === 'complete') {
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document.getElementById("anim-container").appendChild(renderer.domElement);
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render();
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}
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};
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// Lep risajz
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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window.addEventListener('resize', onWindowResize, false);
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// Poslusaj OSC evente
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keysPressed = [0, 0, 0, 0];
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const getVal = function (msg) {
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return msg.value;
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}
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oscCallbacks = {
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'/keys/': [
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function(args) {
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keysPressed = args.map(getVal);
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}
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],
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'/quaternion/': [
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function (args) {
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// Popravimo osi (w x y z po defaultu HMM)
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[qWW.w, qWW.z, qWW.x, qWW.y] = args.map(getVal);
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// Dve sta obratno :)
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// Ali pac? Vcasih da, drugic ne. Zanimivo.
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qWW.x *= -1;
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qWW.z *= -1;
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}
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],
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'/accel/': [
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function (args) {
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console.log('accel', args.map(getVal));
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[accX, accY, accZ] = args.map(getVal);
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}
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],
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'/gyro/': [
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function (args) {
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[rotacijaX, rotacijaY, rotacijaZ] = args.map(getVal);
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}
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]
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}
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