[CT404]: Add extra Week 3 lecture example
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<html>
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<head>
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<script src="../../week2/examples/three.js"></script>
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<script>
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'use strict'
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var raycaster, renderer, scene, camera;
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var selectedObject = null;
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var selectableObjects = [];
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var lastMousePos = {x: 0, y: 0};
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function draw() {
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// create renderer attached to HTML Canvas object
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var c = document.getElementById("canvas");
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renderer = new THREE.WebGLRenderer({canvas: c, antialias: true});
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// create the scenegraph
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scene = new THREE.Scene();
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// create a camera
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var fov = 75;
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var aspect = 600 / 600;
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var near = 0.1;
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var far = 1000;
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camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.set(-5, 1.5, 6);
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// add a light to the scene
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var light = new THREE.PointLight(0xFFFFFF);
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light.position.set(0, 10, 30);
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scene.add(light);
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// desk lamp base
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// args: radiusTop, radiusBottom, height, radialSegments
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var base = new THREE.Mesh(
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new THREE.CylinderBufferGeometry(1, 1, 0.1, 12),
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new THREE.MeshLambertMaterial({color: 0xAAAAAA}));
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scene.add(base);
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base.position.set(-5, -2, 0);
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selectableObjects.push(base);
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base.canTranslate = true; // I added this property
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// desk lamp first arm piece
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var arm = new THREE.Mesh(
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new THREE.CylinderBufferGeometry(0.1, 0.1, 3, 12),
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new THREE.MeshLambertMaterial({color: 0xAAAAAA}));
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// since we want to rotate around a point other than the arm's centre,
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// we can create a pivot point as the parent of the arm, position the
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// arm relative to that pivot point, and apply rotation on the pivot point
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var pivot = new THREE.Object3D();
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pivot.position.set(0, 0, 0); // centre of rotation we want
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pivot.add(arm); // pivot is parent of arm
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base.add(pivot); // base is parent of pivot
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selectableObjects.push(arm);
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arm.canRotate = true; // I added this property
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// translate arm relative to pivot point
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arm.position.set(0, 1.5, 0);
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// rotate pivot point relative to the world
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pivot.rotateOnAxis(new THREE.Vector3(0, 0, 1), -Math.PI / 6);
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// second arm piece (consisting of a pivot with a cylinder as its child)
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var pivot2 = pivot.clone();
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pivot.add(pivot2);
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// rotate the 2nd pivot relative to the 1st pivot (since it's nested)
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pivot2.rotation.z = Math.PI / 3;
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// translate the 2nd pivot relative to the 1st pivot
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pivot2.position.set(0, 3, 0);
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var arm2 = pivot2.children[0];
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selectableObjects.push(arm2);
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arm2.canRotate = true; // I added this property
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// args: radius, height, segments
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var lampshade = new THREE.Mesh(
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new THREE.ConeBufferGeometry(1, 0.7, 24),
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new THREE.MeshLambertMaterial({color: 0xAAAAAA})
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);
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var shadePivot = new THREE.Object3D();
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pivot2.add(shadePivot); // lampshade pivot is a child of the 2nd arm pivot
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shadePivot.add(lampshade);
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shadePivot.position.set(0, 3, 0);
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shadePivot.rotation.x = Math.PI;
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selectableObjects.push(lampshade);
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lampshade.canRotate = true; // I added this property
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raycaster = new THREE.Raycaster();
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c.onmousedown = handleMouseDown;
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c.onmousemove = handleMouseMove;
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c.onmouseup = function (e) {
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selectedObject = null;
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};
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animate();
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}
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function animate() {
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setTimeout(animate, 1000 / 60);
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// render the scene as seen by the camera
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renderer.render(scene, camera);
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}
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function handleMouseDown(e) {
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// handle mouse-clicks on the canvas
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// did the user click a mesh?
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/* note that 0,0 is the centre of the canvas according to WebGL,
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and the canvas extends from (-1,-1) to (1,1)
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but 0,0 is the top-left of the canvas according to e.clientX,e.clientY,
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and the canvas extends from (0,0) to (599,599)
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*/
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var x = 2 * (e.clientX - 300) / 600;
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var y = -2 * ((e.clientY - 300) / 600);
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lastMousePos.x = x;
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lastMousePos.y = y;
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// set up and apply the raycaster (we are returned an array of intersection objects)
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raycaster.setFromCamera({x: x, y: y}, camera);
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var intersects = raycaster.intersectObjects(selectableObjects);
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if (intersects.length > 0) {
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var closestObj, closestDist;
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for (var i = 0; i < intersects.length; i++) {
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/*
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An intersection has the following properties :
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- object : intersected object (THREE.Mesh)
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- distance : distance from ray start to intersection (number)
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- face : intersected face (THREE.Face3)
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- faceIndex : intersected face index (number)
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- point : intersection point (THREE.Vector3)
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- uv : intersection point in the object's UV coordinates (THREE.Vector2)
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*/
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if (i == 0 || intersects[i].distance < closestDist) {
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closestObj = intersects[i].object;
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closestDist = intersects[i].distance;
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}
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}
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selectedObject = closestObj;
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}
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else
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selectedObject = null;
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}
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function handleMouseMove(e) {
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if (selectedObject != null) {
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var x = 2 * (e.clientX - 300) / 600;
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var y = -2 * ((e.clientY - 300) / 600);
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// dx,dy is the amount the mouse just moved by in pixels
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var dx = x - lastMousePos.x;
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var dy = y - lastMousePos.y;
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if (selectedObject.canRotate) {
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// rotate the parent ('pivot') that the object is a child of
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selectedObject.parent.rotation.x += dx;
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selectedObject.parent.rotation.z += dy;
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}
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else if (selectedObject.canTranslate) {
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// translate the object
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selectedObject.position.x += dx * 4;
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selectedObject.position.z -= dy * 4;
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}
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lastMousePos.x = x;
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lastMousePos.y = y;
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}
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}
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</script>
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</head>
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<body onload="draw();">
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<!-- Note that the canvas has been positioned precisely at 0,0 so that mouse positions on the browser
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are the same as mouse positions on the canvas -->
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<canvas id="canvas" width="600" height="600" style="position:absolute; left:0px; top:0px"></canvas>
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</body>
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</html>
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@ -1,5 +1,4 @@
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<html>
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<head>
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<script>
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var x = 0, y = 0;
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@ -45,9 +44,7 @@
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}
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</script>
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</head>
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<body onload="draw();">
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<canvas id="canvas" width="600" height="600"></canvas>
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</body>
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</html>
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