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<!DOCTYPE html>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<!-- three.js library -->
<script src='../../vendor/three.js/build/three.js'></script>
<script src="../threex-deadreckoningcontrols.js"></script>
<body style='margin : 0px; overflow: hidden; font-family: Monospace;'>
<div style='position: absolute; width: 100%; padding: 5px; font-family:Monospace; text-align:center;'>
threex.deadreckoningcontrols - a three.js controls to do dead reckoning
<br/>
The <b>Cube</b> is using dead reckoning, based on the <b>torus</b>.
<br/>
The <b>Cube</b> is updated at every frame. The <b>torus</b> is updated 10 time per seconds
</div><script>
//////////////////////////////////////////////////////////////////////////////////
// Init
//////////////////////////////////////////////////////////////////////////////////
// init renderer
var renderer = new THREE.WebGLRenderer({
// antialias : true,
alpha: true
});
renderer.setClearColor(new THREE.Color('lightgrey'), 0)
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.domElement.style.position = 'absolute'
renderer.domElement.style.top = '0px'
renderer.domElement.style.left = '0px'
document.body.appendChild( renderer.domElement );
// array of functions for the rendering loop
var onRenderFcts= [];
// init scene and camera
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
scene.add( camera );
var ambient = new THREE.AmbientLight( 0x666666 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0x887766 );
directionalLight.position.set( -1, 1, 1 ).normalize();
scene.add( directionalLight );
//////////////////////////////////////////////////////////////////////////////////
// add an object in the scene
//////////////////////////////////////////////////////////////////////////////////
// add a torus knot
var geometry = new THREE.CubeGeometry(1,1,1);
var material = new THREE.MeshNormalMaterial({
transparent : true,
opacity: 0.5,
side: THREE.DoubleSide
});
var predictedMesh = new THREE.Mesh( geometry, material );
predictedMesh.position.z = -3
scene.add( predictedMesh );
var cubeControls = new THREEx.DeadReckoningControls(predictedMesh)
onRenderFcts.push(function(){
cubeControls.update()
})
var geometry = new THREE.TorusKnotGeometry(0.3,0.1,64,16);
var material = new THREE.MeshNormalMaterial();
var knownPositionMesh = new THREE.Mesh( geometry, material );
knownPositionMesh.position.z = -3
knownPositionMesh.position.x = -2
scene.add( knownPositionMesh );
updateKnownPosition()
setInterval(updateKnownPosition, 1000/5)
function updateKnownPosition(){
knownPositionMesh.position.x += 0.1
knownPositionMesh.rotateX(0.02*Math.PI*2)
// knownPositionMesh.rotateY(0.02*Math.PI*2)
// knownPositionMesh.rotateZ(0.03*Math.PI*2)
cubeControls.setKnownPose(knownPositionMesh.position, knownPositionMesh.quaternion, knownPositionMesh.scale)
}
//////////////////////////////////////////////////////////////////////////////////
// render the whole thing on the page
//////////////////////////////////////////////////////////////////////////////////
// render the scene
onRenderFcts.push(function(){
renderer.render( scene, camera );
})
// run the rendering loop
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
onRenderFcts.forEach(function(onRenderFct){
onRenderFct(deltaMsec/1000, nowMsec/1000)
})
})
</script></body>