//https://github.com/mrdoob/three.js/blob/master/examples/webgl_math_orientation_transform.html
// template is blank
// define your own Three.js World here
AB.loadCSS ( '/uploads/threeport/main.css' );
AB.newDiv ('container');
import * as THREE from '/api/threemodule/libs/three.module.js';
let camera, scene, renderer, mesh, target;
const spherical = new THREE.Spherical();
const rotationMatrix = new THREE.Matrix4();
const targetQuaternion = new THREE.Quaternion();
const clock = new THREE.Clock();
const speed = 2;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 5;
scene = new THREE.Scene();
const geometry = new THREE.ConeGeometry( 0.1, 0.5, 8 );
geometry.rotateX( Math.PI * 0.5 );
const material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
const targetGeometry = new THREE.SphereGeometry( 0.05 );
const targetMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
target = new THREE.Mesh( targetGeometry, targetMaterial );
scene.add( target );
//
const sphereGeometry = new THREE.SphereGeometry( 2, 32, 32 );
const sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xcccccc, wireframe: true, transparent: true, opacity: 0.3 } );
const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
scene.add( sphere );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize );
//
generateTarget();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const delta = clock.getDelta();
if ( ! mesh.quaternion.equals( targetQuaternion ) ) {
const step = speed * delta;
mesh.quaternion.rotateTowards( targetQuaternion, step );
}
renderer.render( scene, camera );
}
function generateTarget() {
// generate a random point on a sphere
spherical.theta = Math.random() * Math.PI * 2;
spherical.phi = Math.acos( ( 2 * Math.random() ) - 1 );
spherical.radius = 2;
target.position.setFromSpherical( spherical );
// compute target rotation
rotationMatrix.lookAt( target.position, mesh.position, mesh.up );
targetQuaternion.setFromRotationMatrix( rotationMatrix );
setTimeout( generateTarget, 2000 );
}