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@@ -27,7 +27,7 @@
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var container, stats;
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var camera, scene, renderer;
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- var particleLight;
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+ var pointLight;
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var objects = [], materials = [];
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@@ -46,22 +46,9 @@
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// Grid
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- var line_material = new THREE.LineBasicMaterial( { color: 0x303030 } ),
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- geometry = new THREE.Geometry(),
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- floor = -75, step = 25;
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-
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- for ( var i = 0; i <= 40; i ++ ) {
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-
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- geometry.vertices.push( new THREE.Vector3( - 500, floor, i * step - 500 ) );
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- geometry.vertices.push( new THREE.Vector3( 500, floor, i * step - 500 ) );
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-
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- geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, -500 ) );
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- geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, 500 ) );
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-
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- }
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-
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- var line = new THREE.LineSegments( geometry, line_material );
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- scene.add( line );
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+ var helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
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+ helper.position.y = - 75;
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+ scene.add( helper );
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// Materials
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@@ -110,25 +97,23 @@
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addMesh( geometry, materials );
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- particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
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- scene.add( particleLight );
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-
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// Lights
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scene.add( new THREE.AmbientLight( 0x111111 ) );
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- var directionalLight = new THREE.DirectionalLight( /*Math.random() * */ 0xffffff, 0.125 );
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+ var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.125 );
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directionalLight.position.x = Math.random() - 0.5;
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directionalLight.position.y = Math.random() - 0.5;
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directionalLight.position.z = Math.random() - 0.5;
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-
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directionalLight.position.normalize();
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scene.add( directionalLight );
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- var pointLight = new THREE.PointLight( 0xffffff, 1 );
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- particleLight.add( pointLight );
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+ pointLight = new THREE.PointLight( 0xffffff, 1 );
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+ scene.add( pointLight );
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+
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+ pointLight.add( new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ) );
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//
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@@ -235,9 +220,9 @@
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materials[ materials.length - 2 ].emissive.setHSL( 0.54, 1, 0.35 * ( 0.5 + 0.5 * Math.sin( 35 * timer ) ) );
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materials[ materials.length - 3 ].emissive.setHSL( 0.04, 1, 0.35 * ( 0.5 + 0.5 * Math.cos( 35 * timer ) ) );
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- particleLight.position.x = Math.sin( timer * 7 ) * 300;
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- particleLight.position.y = Math.cos( timer * 5 ) * 400;
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- particleLight.position.z = Math.cos( timer * 3 ) * 300;
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+ pointLight.position.x = Math.sin( timer * 7 ) * 300;
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+ pointLight.position.y = Math.cos( timer * 5 ) * 400;
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+ pointLight.position.z = Math.cos( timer * 3 ) * 300;
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renderer.render( scene, camera );
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