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Old stuff/old_sites/threejs/7_bones/js/hexa.js

(Deskargatu)
var Hexa = function(scene)
{
    var self=this;
    self.scene = scene;

    var options = {
        box_width: 30,
        box_height: 30,
        box_depth: 2
    };
    var facettes = [];
    var material;

    this.load= function()
    {
        var self=this;
        this.depth = (Math.sqrt(3)/2) * options.box_width;
        this.box_depth = options.box_depth;

        var texloader = new THREE.TextureLoader();
        this.cubeTexture=texloader.load("textures/test.jpg");

        return new Promise(function(ok, reject)
        {
            var loader = new THREE.JSONLoader();
            loader.load( "js/door.js", function(geometry, mat)
            {
                self.door_geo = geometry;
                self.door_mat = mat;
                ok();
            });
        });
    };

    this.build= function()
    {
        var self=this;
        this.load().then(function()
        {
            var hexas=[];
            for(var i=0; i<5; i++)
            {
                var pair = i%2===0 ? 0 : 1;
                hexas.push(self.create({ x:i*2*self.depth - i*2*self.box_depth, z:(pair+0)*self.depth, }));
                hexas.push(self.create({ x:i*2*self.depth - i*2*self.box_depth, z:(pair+2)*self.depth, }));
                hexas.push(self.create({ x:i*2*self.depth - i*2*self.box_depth, z:(pair+4)*self.depth, }));

                if(!pair)
                {
                    hexas.push(self.create(scene, { x:i*2*self.depth - i*2*self.box_depth, z:(pair*6)*self.depth, }));
                }
            }
        });
    };

    this.create = function(params)
    {
        var self=this;

        var pivots=[];

        this.fulldepth = options.box_depth + options.box_depth*2;

        var cell = new THREE.Object3D();
        cell.position.x=params.x;
        cell.position.y=0;
        cell.position.z=params.z;
        self.scene.add(cell);
        for(var i=0; i<6;i++)
        {
            pivots[i] = new THREE.Object3D();
            cell.add(pivots[i]);

            var materials = [];
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));
            materials.push(new THREE.MeshLambertMaterial({ map: this.cubeTexture, color: 0xffffff }));

            facettes[i] = new THREE.Mesh( self.door_geo, new THREE.MeshFaceMaterial(materials));
            facettes[i].receiveShadow  = true;
            facettes[i].castShadow  = true;
            pivots[i].add( facettes[i] );

            facettes[i].position.set(0, 0, self.depth);
            switch(i)
            {
                case 0: pivots[i].rotation.y= Math.radians(0*60); break;
                case 1: pivots[i].rotation.y= Math.radians(1*60); break;
                case 2: pivots[i].rotation.y= Math.radians(2*60); break;
                case 3: pivots[i].rotation.y= Math.radians(3*60); break;
                case 4: pivots[i].rotation.y= Math.radians(4*60); break;
                case 5: pivots[i].rotation.y= Math.radians(5*60); break;
                default: facettes[i].position.set(10000,10000,10000); break;
            }
        }
        self.facettes = facettes;
        self.pivots = pivots;
    };
}