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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js css3d - interactive - cubes tween</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="js/libs/three.min.js"></script>
<script src="build/C3R.standalone.js"></script>
<script src="js/renderers/CSS3DRenderer.js"></script>
<script src="js/renderers/Projector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/tween.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var raycaster;
var mouse;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - clickable objects';
container.appendChild( info );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 300;
camera.position.z = 500;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
for ( var i = 0; i < 16; i ++ ) {
var object = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.scale.x = Math.random() * 2 + 1;
object.scale.y = Math.random() * 2 + 1;
object.scale.z = Math.random() * 2 + 1;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
scene.add( object );
}
//
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
renderer = new THREE.CSS3DRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild(renderer.domElement);
stats = new Stats();
container.appendChild( stats.dom );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentTouchStart( event ) {
event.preventDefault();
event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
onDocumentMouseDown( event );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
new TWEEN.Tween( intersects[ 0 ].object.position ).to( {
x: Math.random() * 800 - 400,
y: Math.random() * 800 - 400,
z: Math.random() * 800 - 400 }, 2000 )
.easing( TWEEN.Easing.Elastic.Out).start();
new TWEEN.Tween( intersects[ 0 ].object.rotation ).to( {
x: Math.random() * 2 * Math.PI,
y: Math.random() * 2 * Math.PI,
z: Math.random() * 2 * Math.PI }, 2000 )
.easing( TWEEN.Easing.Elastic.Out).start();
}
/*
// Parse all the faces
for ( var i in intersects ) {
intersects[ i ].face.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 );
}
*/
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
var radius = 600;
var theta = 0;
function render() {
TWEEN.update();
theta += 0.1;
camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>