// Cloned by John Lasis on 5 Dec 2022 from World "webgl_interactive_voxelpainter (clone by Michael Walsh)" by Michael Walsh
// Please leave this clone trail here.
// Cloned by Michael Walsh on 29 Nov 2022 from World "webgl_interactive_voxelpainter" by threejs.org porting project
// Please leave this clone trail here.
//ported from threejs examples
//https://threejs.org/examples/#webgl_interactive_voxelpainter
//load css
AB.loadCSS ( '/uploads/threeport/main.css' );
AB.newDiv ('container');
import * as THREE from '/api/threemodule/libs/three.module.js';
import { OrbitControls } from '/uploads/threejs/OrbitControls.js';
//import * as THREE from '/uploads/threeport/three.module.js';
//import { OrbitControls } from '/uploads/threejs/OrbitControls.js';
let camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 400, 200, 0 );
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.listenToKeyEvents( window ); // optional
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = false; // an animation loop is required when either damping or auto-rotation are enabled
controls.enableRotate = true;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
controls.update();
// world
const geometry = new THREE.CylinderGeometry( 0, 10, 30, 4, 1 );
const material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
for ( let i = 0; i < 500; i ++ ) {
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 1600 - 800;
mesh.position.y = 0;
mesh.position.z = Math.random() * 1600 - 800;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add( mesh );
}
// lights
const dirLight1 = new THREE.DirectionalLight( 0xffffff );
dirLight1.position.set( 1, 1, 1 );
scene.add( dirLight1 );
const dirLight2 = new THREE.DirectionalLight( 0x002288 );
dirLight2.position.set( - 1, - 1, - 1 );
scene.add( dirLight2 );
const ambientLight = new THREE.AmbientLight( 0x222222 );
scene.add( ambientLight );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update(); // only required if controls.enableDamping = true, or if controls.autoRotate = true
render();
}
function render() {
renderer.render( scene, camera );
}