MediaWiki:CameraArray.js

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Revision as of 04:14, 7 January 2022 by Admin (talk | contribs) (Created page with "$(document).ready(function(){ let camera, scene, renderer; let mesh; const AMOUNT = 6; init(); animate(); function init() { const ASPECT_RATIO = windo...")
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$(document).ready(function(){
			let camera, scene, renderer;
			let mesh;
			const AMOUNT = 6;

			init();
			animate();

			function init() {

				const ASPECT_RATIO = window.innerWidth / window.innerHeight;

				const WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
				const HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;

				const cameras = [];

				for ( let y = 0; y < AMOUNT; y ++ ) {

					for ( let x = 0; x < AMOUNT; x ++ ) {

						const subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
						subcamera.viewport = new THREE.Vector4( Math.floor( x * WIDTH ), Math.floor( y * HEIGHT ), Math.ceil( WIDTH ), Math.ceil( HEIGHT ) );
						subcamera.position.x = ( x / AMOUNT ) - 0.5;
						subcamera.position.y = 0.5 - ( y / AMOUNT );
						subcamera.position.z = 1.5;
						subcamera.position.multiplyScalar( 2 );
						subcamera.lookAt( 0, 0, 0 );
						subcamera.updateMatrixWorld();
						cameras.push( subcamera );

					}

				}

				camera = new THREE.ArrayCamera( cameras );
				camera.position.z = 3;

				scene = new THREE.Scene();

				scene.add( new THREE.AmbientLight( 0x222244 ) );

				const light = new THREE.DirectionalLight();
				light.position.set( 0.5, 0.5, 1 );
				light.castShadow = true;
				light.shadow.camera.zoom = 4; // tighter shadow map
				scene.add( light );

				const geometryBackground = new THREE.PlaneGeometry( 100, 100 );
				const materialBackground = new THREE.MeshPhongMaterial( { color: 0x000066 } );

				const background = new THREE.Mesh( geometryBackground, materialBackground );
				background.receiveShadow = true;
				background.position.set( 0, 0, - 1 );
				scene.add( background );

				const geometryCylinder = new THREE.CylinderGeometry( 0.5, 0.5, 1, 32 );
				const materialCylinder = new THREE.MeshPhongMaterial( { color: 0xff0000 } );

				mesh = new THREE.Mesh( geometryCylinder, materialCylinder );
				mesh.castShadow = true;
				mesh.receiveShadow = true;
				scene.add( mesh );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.shadowMap.enabled = true;
				document.getElementById('game-surface').appendChild( renderer.domElement );
				//document.body.appendChild( renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				const ASPECT_RATIO = window.innerWidth / window.innerHeight;
				const WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
				const HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;

				camera.aspect = ASPECT_RATIO;
				camera.updateProjectionMatrix();

				for ( let y = 0; y < AMOUNT; y ++ ) {

					for ( let x = 0; x < AMOUNT; x ++ ) {

						const subcamera = camera.cameras[ AMOUNT * y + x ];

						subcamera.viewport.set(
							Math.floor( x * WIDTH ),
							Math.floor( y * HEIGHT ),
							Math.ceil( WIDTH ),
							Math.ceil( HEIGHT ) );

						subcamera.aspect = ASPECT_RATIO;
						subcamera.updateProjectionMatrix();

					}

				}

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				mesh.rotation.x += 0.005;
				mesh.rotation.z += 0.01;

				renderer.render( scene, camera );

				requestAnimationFrame( animate );

			}
});