I am trying to create trifold pamphlet example using ThreeJS. I have got it almost correct except one small part. I am trying to fold the pages on to the side0. side1 - green and side2 - red get folded onto the side0. I am using PlaneGeometry to create page like effect.
Green part is folding properly on it's axis on right side but the red part is folding on it's axis on top. I have tried setting the rotation.x and rotation.y property but couldn't get the hold of red cube.
I have created a JS Fiddle for it:
https://jsfiddle.net/prisoner849/w35mjrwf/
Below is the code:
var camera, scene, renderer, controls;
var sides = [];
var clock = new THREE.Clock();
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 1).setLength(5);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var geom = new THREE.PlaneGeometry(1, 1, 1);
var side0 = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({
color: "red",
wireframe: true
}));
scene.add(side0);
sides.push(side0);
var side1Geom = new THREE.PlaneGeometry(1, 1, 1);
side1Geom.translate(-0.5, 0, 0);
var side2Geom = new THREE.PlaneGeometry(1, 1, 1);
side2Geom.translate(-0.5, 0, 0);
var side1 = new THREE.Mesh(side1Geom);
sides.push(side1);
var side2 = new THREE.Mesh(side2Geom);
sides.push(side2);
side1.material = new THREE.MeshBasicMaterial({
color: "green",
side: THREE.DoubleSide
});
side2.material = new THREE.MeshBasicMaterial({
color: "red",
side: THREE.DoubleSide
});
side1.position.set(-0.5, 0, 0);
side0.add(side1);
side2.position.set(1, 0.5, 0);
side2.rotation.z = Math.PI / 2;
//side2.position.set(1.5,0,0);
side0.add(side2);
document.getElementById("run").addEventListener("click", foldTheCube);
}
function foldTheCube() {
var start = {
value: -Math.PI / 2
};
var finish = {
value: Math.PI / 2
};
var angle = 0;
var tween1 = new TWEEN
.Tween(start)
.to(finish, 3000)
//.easing(TWEEN.Easing.Sinusoidal.InOut)
.onUpdate(function() {
angle = this.value;
sides[1].rotation.y = angle + 1.6;
sides[2].rotation.x = -angle - 1.6;
})
.start()
.onComplete(function() {
/*var tween2 = new TWEEN
.Tween(start)
.to(finish, 3000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.onUpdate(function(){
angle = this.value;
sides[1].rotation.x = -1.5;
sides[2].rotation.y = -2.15;
})
tween2.start();*/
var tween2 = new TWEEN
.Tween(start)
.to(finish, 3000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.onUpdate(function() {
angle = this.value;
sides[0].rotation.x = 1.5;
// sides[2].rotation.y = -2.15;
}); //tween2.start();
});
}
function animate() {
requestAnimationFrame(animate);
TWEEN.update();
render();
}
function render() {
renderer.render(scene, camera);
}
<!-- TheJim01: Adding dependencies -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/93/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/tween.js/17.2.0/Tween.js"></script>
<input type="button" id="run" value="run" />
I need to rotate red section just like green one but towards left.
Related
I am trying to create spheres and assign them a random color at the vertices of the rectangle (It can be other geometrical from like triangles or hexagons and so forth, for simplicity in this example I want to use a rectangle). http://jsfiddle.net/ElmerCC/ja6zL0k1/
let scene, camera, renderer;
let controls;
let widthWindow = window.innerWidth;
let heightWindow = window.innerHeight;
let aspect = widthWindow / heightWindow;
let mouse = new THREE.Vector2();
let raycaster = new THREE.Raycaster();
let intersect;
let elements = [];
let elementsNew = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 10000);
camera.up.set(0, 0, 1);
camera.position.set(-500, -500, 400);
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(widthWindow, heightWindow);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
let p = [];
p[0] = new THREE.Vector3(-100, -100, 0);
p[1] = new THREE.Vector3(100, -100, 0);
p[2] = new THREE.Vector3(100, 100, 0);
p[3] = new THREE.Vector3(-100, 100, 0);
//dibujar los nodos
for (let cont = 0; cont < 4; cont++) {
let obj = drawJoint(p[cont], 10, 0x666666, 0, true);
elements.push(obj);
scene.add(obj);
}
var geometry = new THREE.PlaneGeometry(200, 200);
var material = new THREE.MeshBasicMaterial({
color: 0x666666,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
//document.addEventListener("mousemove", moveMouse);
document.addEventListener("mousedown", downMouse);
}
function downMouse(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
let intersected = raycaster.intersectObjects(elements);
if (intersected.length > 0) {
intersect = intersected[0].object;
let center = intersect.position;
let n = drawJoint(center, 15, Math.random() * 0xffffff, 1, true);
elementsNew.push(n);
scene.add(n);
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render(scene, camera);
}
function drawJoint(
JtCenter,
JtRadius,
Jtcolor,
JtOpacity,
JtTransparency
) {
let JtMaterial = new THREE.MeshBasicMaterial({
color: Jtcolor,
opacity: JtOpacity,
transparent: JtTransparency
});
let JtGeom = new THREE.SphereGeometry(JtRadius, 10, 10);
let Joint = new THREE.Mesh(JtGeom, JtMaterial);
JtGeom .computeBoundingSphere();
Joint.position.copy(JtCenter);
return Joint;
}
How can I detect the intersection of two sphere objects to avoid overlapping one another?
Spheres are the easiest objects for which you can test intersection.
Note that a Sphere is a mathematical representation, and is different than a Mesh with sphere geometry. (You can still get the mathematical bounding sphere of a Mesh with the boundingSphere property.)
Here is how you'd check if two spheres touch/intersect (you can send this function two boundingSphere properties to check other non-sphere objects).
function spheresIntersect(sphere1, sphere1position, sphere2, sphere2position){
return sphere1position.distanceTo(sphere2position) <= (sphere1.radius + sphere2.radius)
}
Hi I'm trying to create a 3d model with the upper and lower sides of a transparent image shape, and the others of single color (yellow in this example)
var texture = new THREE.TextureLoader().load( 'img.png' );
var img = new THREE.MeshBasicMaterial( { map: texture } );
var geom = new THREE.BoxGeometry(25,25,1);
https://jsfiddle.net/k2aoh7um/
I'd like to get this:
how can I do that?
The only way, that I can imagine how to achieve this, is to use THREE.Shape() and THREE.ExtrudeBufferGeometry():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 1, 2);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x101010);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var center = new THREE.Vector2();
var starLong = new THREE.Vector2(0, 1);
var starShort = new THREE.Vector2(0, 0.5).rotateAround(center, THREE.Math.degToRad(36));
var angle = THREE.Math.degToRad(72);
var points = [];
for (var i = 0; i < 5; i++) {
points.push(starLong.clone().rotateAround(center, angle * i));
points.push(starShort.clone().rotateAround(center, angle * i));
}
var path = new THREE.Shape(points);
var geom = new THREE.ExtrudeBufferGeometry(path, {
steps: 1,
amount: 0.0625,
bevelEnabled: false
});
geom.rotateX(-Math.PI * 0.5);
var star = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({
color: "orange",
wireframe: true
}));
scene.add(star);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
I have to generate a huge number of objects that I can drag individually. Also these objects are limited to a plane form (e.g. rect or circle).
At first I worked with simple CircleGeometries, that are placed inside another geometrie (plane). Also dragging them is very easy but as expected the performance is very very poor for about 200000 of them.
I then decided to use points /particleSystem. The positioning inside a plane works very well but I can't get it managed to make the individual points of the particle system draggable. I found the interactive particles example in the threejs documentation but still have no clou, how to combine them with dragcontrols.
This is my code for creating the particle system and fill a plane with these points:
//Create a plane geometrie, that is later filled with points
var geometry2 = new THREE.CircleGeometry(30,32);
var material2 = new THREE.MeshBasicMaterial( {color: 0x666666, side: THREE.DoubleSide, wireframe:true} );
var mat1 = new THREE.MeshBasicMaterial( {color: 0x00ff00, wireframe:false} );
var plane1 = new THREE.Mesh(geometry2, material2);
geometries.push(plane1); //push to object for draggable elements
scene.add(plane1);
var positionsX;
positionsX = inGeometry.inGeometry(plane1.geometry, 200000); // get positions for points inside plane1
var geometry = new THREE.Geometry();
for (var i = 0; i < positionsX.length; i++) {
geometry.vertices.push(positionsX[i]); //add positions to vertices
}
console.log(geometry);
//Create Particle system
var material = new THREE.PointsMaterial({ size:0.02, color: 0xffffff });
particleSystem = new THREE.Points(geometry, material);
scene.add(particleSystem);
console.log(particleSystem);
var dragGeo = new DragControls(geometries, camera, container); //dragging
Can anybody please help?
Thanks
Just a rough example of how you can drag points:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(1.25, 7, 7);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.PlaneBufferGeometry(10, 10, 10, 10);
geometry.rotateX(-Math.PI * 0.5);
var plane = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
wireframe: true,
color: "red"
}));
scene.add(plane);
var points = new THREE.Points(geometry, new THREE.PointsMaterial({
size: 0.25,
color: "yellow"
}));
scene.add(points);
var raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = 0.25;
var mouse = new THREE.Vector2();
var intersects = null;
var plane = new THREE.Plane();
var planeNormal = new THREE.Vector3();
var currentIndex = null;
var planePoint = new THREE.Vector3();
var dragging = false;
window.addEventListener("mousedown", mouseDown, false);
window.addEventListener("mousemove", mouseMove, false);
window.addEventListener("mouseup", mouseUp, false);
function mouseDown(event) {
setRaycaster(event);
getIndex();
dragging = true;
}
function mouseMove(event) {
if (dragging && currentIndex !== null) {
setRaycaster(event);
raycaster.ray.intersectPlane(plane, planePoint);
geometry.attributes.position.setXYZ(currentIndex, planePoint.x, planePoint.y, planePoint.z);
geometry.attributes.position.needsUpdate = true;
}
}
function mouseUp(event) {
dragging = false;
currentIndex = null;
}
function getIndex() {
intersects = raycaster.intersectObject(points);
if (intersects.length === 0) {
currentIndex = null;
return;
}
currentIndex = intersects[0].index;
setPlane(intersects[0].point);
}
function setPlane(point) {
planeNormal.subVectors(camera.position, point).normalize();
plane.setFromNormalAndCoplanarPoint(planeNormal, point);
}
function setRaycaster(event) {
getMouse(event);
raycaster.setFromCamera(mouse, camera);
}
function getMouse(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.min.js"></script>
I'm trying to move the camera controlled by trackballControl into the position of an object.
Right now it's working but as you can see in my fiddle, each time the camera changes position it also changes the z which isn't what I want.
I'm trying to keep the same position but only rotate the globe into the position of the cube.
Here is my code so far
var camera, scene, renderer, controls, cubeMesh;
document.querySelector('button').onclick = function () {
camera.position.copy(cubeMesh.position);
camera.lookAt(controls.target);
};
var initLights = function () {
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(1, 1, 1);
scene.add(light);
var light = new THREE.DirectionalLight(0x002288);
light.position.set(-1, -1, -1);
scene.add(light);
var light = new THREE.AmbientLight(0x222222);
scene.add(light);
};
var init = function () {
renderer = new THREE.WebGLRenderer({antialias: false});
renderer.setSize(window.innerWidth, window.innerHeight);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 300;
scene = new THREE.Scene();
controls = new THREE.TrackballControls(camera);
controls.target.set(0, 0, 0);
controls.rotateSpeed = 2;
document.body.appendChild(renderer.domElement);
var sphereGeom = new THREE.SphereGeometry(100, 32, 32);
var sphereMat = new THREE.MeshPhongMaterial({
color: 0xfb3550,
flatShading: true
});
var sphereMesh = new THREE.Mesh(sphereGeom, sphereMat);
//cube
var cubeDim = 20;
var cubeGeom = new THREE.BoxGeometry(cubeDim, cubeDim, cubeDim);
var cubeMat = new THREE.MeshPhongMaterial({
color: 0x7cf93e,
flatShading: true
});
cubeMesh = new THREE.Mesh(cubeGeom, cubeMat);
var spherical = new THREE.Spherical();
spherical.set(100 + cubeDim / 2, 0.4, 0);
cubeMesh.position.setFromSpherical(spherical);
var zero = new THREE.Vector3(0, 0, 0);
cubeMesh.lookAt(zero);
scene.add(sphereMesh);
sphereMesh.add(cubeMesh);
initLights();
};
var render = function () {
renderer.render(scene, camera);
};
var animate = function () {
requestAnimationFrame(animate);
controls.update();
render();
};
init();
animate()
You can test it in my fiddle here
Here is a fiddle where the camera is zoomed a little bit out by clicking the button.
JS Fiddle
var camera, scene, renderer, controls, cubeMesh;
document.querySelector('button').onclick = function () {
let x = cubeMesh.position.x
let y = cubeMesh.position.y
let z = cubeMesh.position.z
camera.position.x = 0
camera.position.y = y + 200
camera.position.z = z + 100
camera.lookAt(controls.target);
};
var initLights = function () {
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(1, 1, 1);
scene.add(light);
var light = new THREE.DirectionalLight(0x002288);
light.position.set(-1, -1, -1);
scene.add(light);
var light = new THREE.AmbientLight(0x222222);
scene.add(light);
};
var init = function () {
renderer = new THREE.WebGLRenderer({antialias: false});
renderer.setSize(window.innerWidth, window.innerHeight);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 300;
scene = new THREE.Scene();
controls = new THREE.TrackballControls(camera);
controls.target.set(0, 0, 0);
controls.rotateSpeed = 2;
document.body.appendChild(renderer.domElement);
var sphereGeom = new THREE.SphereGeometry(100, 32, 32);
var sphereMat = new THREE.MeshPhongMaterial({
color: 0xfb3550,
flatShading: true
});
var sphereMesh = new THREE.Mesh(sphereGeom, sphereMat);
//cube
var cubeDim = 20;
var cubeGeom = new THREE.BoxGeometry(cubeDim, cubeDim, cubeDim);
var cubeMat = new THREE.MeshPhongMaterial({
color: 0x7cf93e,
flatShading: true
});
cubeMesh = new THREE.Mesh(cubeGeom, cubeMat);
var spherical = new THREE.Spherical();
spherical.set(100 + cubeDim / 2, 0.4, 0);
cubeMesh.position.setFromSpherical(spherical);
var zero = new THREE.Vector3(0, 0, 0);
cubeMesh.lookAt(zero);
scene.add(sphereMesh);
sphereMesh.add(cubeMesh);
initLights();
};
var render = function () {
console.log(camera.position)
renderer.render(scene, camera);
};
var animate = function () {
requestAnimationFrame(animate);
controls.update();
render();
};
init();
animate()
You have to set the camera target to the position where you want to look at.
var newTarget = new THREE.Vector3(0, 0, 0);
newTarget.copy(cubeMesh.position);
camera.lookAt(newTarget);
and the THREE.TrackballControls has to be notified to update from the camera THREE.TrackballControls.update:
document.querySelector('button').onclick = function () {
var newTarget = new THREE.Vector3(0, 0, 0);
newTarget.copy(cubeMesh.position);
controls.reset();
camera.lookAt(newTarget)
camera.updateProjectionMatrix();
controls.update();
};
If the current camera position should be kept and not be reseted, then the position has to be read form the world matrix of the camera and the initial position of the camera has to be set to its current position:
document.querySelector('button').onclick = function ()
var newPosition = new THREE.Vector3(0, 0, 0);
newPosition.applyMatrix4( camera.matrixWorld );
var newTarget = new THREE.Vector3(0, 0, 0);
newTarget.copy(cubeMesh.position);
controls.reset();
camera.position.copy(newPosition);
camera.lookAt(newTarget)
camera.updateProjectionMatrix();
controls.update();
};
See the example:
var camera, scene, renderer, controls, cubeMesh;
document.getElementById('reset').onclick = function () {
var newTarget = new THREE.Vector3(0, 0, 0);
newTarget.copy(cubeMesh.position);
controls.reset();
camera.lookAt(newTarget)
camera.updateProjectionMatrix();
controls.update();
};
document.getElementById('target').onclick = function () {
var newPosition = new THREE.Vector3(0, 0, 0);
newPosition.applyMatrix4( camera.matrixWorld );
var newTarget = new THREE.Vector3(0, 0, 0);
newTarget.copy(cubeMesh.position);
controls.reset();
camera.position.copy(newPosition);
camera.lookAt(newTarget)
camera.updateProjectionMatrix();
controls.update();
};
var initLights = function () {
var light = new THREE.DirectionalLight(0xffffff);
light.position.set(1, 1, 1);
scene.add(light);
var light = new THREE.DirectionalLight(0x002288);
light.position.set(-1, -1, -1);
scene.add(light);
var light = new THREE.AmbientLight(0x222222);
scene.add(light);
};
var init = function () {
renderer = new THREE.WebGLRenderer({antialias: false});
renderer.setSize(window.innerWidth, window.innerHeight);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 300;
scene = new THREE.Scene();
controls = new THREE.TrackballControls(camera);
controls.target.set(0, 0, 0);
controls.rotateSpeed = 2;
document.body.appendChild(renderer.domElement);
var sphereGeom = new THREE.SphereGeometry(100, 32, 32);
var sphereMat = new THREE.MeshPhongMaterial({
color: 0xfb3550,
flatShading: true
});
var sphereMesh = new THREE.Mesh(sphereGeom, sphereMat);
//cube
var cubeDim = 20;
var cubeGeom = new THREE.BoxGeometry(cubeDim, cubeDim, cubeDim);
var cubeMat = new THREE.MeshPhongMaterial({
color: 0x7cf93e,
flatShading: true
});
cubeMesh = new THREE.Mesh(cubeGeom, cubeMat);
var spherical = new THREE.Spherical();
spherical.set(100 + cubeDim / 2, 0.4, 0);
cubeMesh.position.setFromSpherical(spherical);
var zero = new THREE.Vector3(0, 0, 0);
cubeMesh.lookAt(zero);
scene.add(sphereMesh);
sphereMesh.add(cubeMesh);
initLights();
};
var render = function () {
renderer.render(scene, camera);
};
var animate = function () {
requestAnimationFrame(animate);
controls.update();
render();
};
init();
animate();
button {
position : absolute;
top : 0;
right : 0;
}
.button2 {
position : absolute;
top : 0;
left : 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
<button id="reset" class="button2">
reset camera
</button>
<button id="target">
look at target
</button>
I have a working animation, just not the way I would like.
I would like the object to rotate 90 degrees with a delay (works) then continue to rotate 90 degrees, ultimately looping forever. No matter what I do, it always resets. Even if I set up 4 tweens taking me to 360, the last tween that resets back zero makes the whole object spin in the opposite direction.
Thanks
var width = 1000;
var height = 600;
var scene = new THREE.Scene();
var group = new THREE.Object3D(); //create an empty container
var camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, -500, 1000);
camera.position.x = 180;
camera.position.y = 180;
camera.position.z = 200;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.setClearColor(0xf0f0f0);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(300, 300, 300);
var material = new THREE.MeshLambertMaterial({
color: 0xffffff,
shading: THREE.SmoothShading,
overdraw: 0.5
});
var cube = new THREE.Mesh(geometry, material);
group.add(cube);
var canvas1 = document.createElement('canvas');
canvas1.width = 1000;
canvas1.height = 1000;
var context1 = canvas1.getContext('2d');
context1.font = "Bold 20px Helvetica";
context1.fillStyle = "rgba(0,0,0,0.95)";
context1.fillText('Text bit', 500, 500);
// canvas contents will be used for a texture
var texture1 = new THREE.Texture(canvas1)
texture1.needsUpdate = true;
var material1 = new THREE.MeshBasicMaterial({
map: texture1,
side: THREE.DoubleSide
});
material1.transparent = true;
var mesh1 = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2000, 2000),
material1
);
mesh1.position.set(-150, 150, 151);
group.add(mesh1);
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 0, 0)
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0x888888);
directionalLight.position.set(0, 1, 0)
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xcccccc);
directionalLight.position.set(0, 0, 1)
scene.add(directionalLight);
scene.add(group)
// with help from https://github.com/tweenjs/tween.js/issues/14
var tween = new TWEEN.Tween(group.rotation).to({ y: -(90 * Math.PI / 180)}, 1000).delay(1000);
tween.onComplete(function() {
group.rotation.y = 0;
});
tween.chain(tween);
tween.start();
camera.lookAt(scene.position);
var render = function() {
requestAnimationFrame(render);
TWEEN.update();
renderer.render(scene, camera);
};
render();
=====EDIT=====
I got it working, not sure if this is the most efficient approach but I'm satisfied:
var start = {}
start.y = 0;
var targ = {};
targ.y = 90*Math.PI/180
function rot(s,t) {
start["y"] = s;
targ["y"] = t;
}
var cnt1 = 1;
var cnt2 = 2;
rot(0,90*Math.PI/180);
var tween = new TWEEN.Tween(start).to(targ, 1000).delay(1000);
tween.onUpdate(function() {
group.rotation.y = start.y;
})
tween.onComplete(function() {
_c = cnt1++;
_d = cnt2++;
rot((_c*90)*Math.PI/180,(_d*90)*Math.PI/180)
});
tween.chain(tween);
tween.start();
Simple call setTimeout when tween is end
( http://jsfiddle.net/bhpf4zvy/ ):
function tRotate( obj, angles, delay, pause ) {
new TWEEN.Tween(group.rotation)
.delay(pause)
.to( {
x: obj.rotation._x + angles.x,
y: obj.rotation._y + angles.y,
z: obj.rotation._z + angles.z
}, delay )
.onComplete(function() {
setTimeout( tRotate, pause, obj, angles, delay, pause );
})
.start();
}
tRotate(group, {x:0,y:-Math.PI/2,z:0}, 1000, 500 );
Upd: pfff, what nonsense am I??? Simple use relative animation (http://jsfiddle.net/vv06u6rs/7/):
var tween = new TWEEN.Tween(group.rotation)
.to({ y: "-" + Math.PI/2}, 1000) // relative animation
.delay(1000)
.onComplete(function() {
// Check that the full 360 degrees of rotation,
// and calculate the remainder of the division to avoid overflow.
if (Math.abs(group.rotation.y)>=2*Math.PI) {
group.rotation.y = group.rotation.y % (2*Math.PI);
}
})
.start();
tween.repeat(Infinity)