correct lint for physijs

This commit is contained in:
Farouk Abdou 2017-11-01 19:19:48 +01:00
parent 531d89c5d4
commit b97cdffa5f

View File

@ -11,30 +11,30 @@ initScene = function() {
projector = new THREE.Projector;
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// // renderer.shadowMapSoft = true;
document.getElementById( 'viewport' ).appendChild( renderer.domElement );
// // renderer.shadowMapSoft = true;
document.getElementById('viewport').appendChild(renderer.domElement);
render_stats = new Stats();
render_stats.dom.style.position = 'absolute';
render_stats.dom.style.top = '1px';
render_stats.dom.style.zIndex = '100';
document.getElementById( 'viewport' ).appendChild( render_stats.dom );
document.getElementById('viewport').appendChild(render_stats.dom);
physics_stats = new Stats();
physics_stats.dom.style.position = 'absolute';
physics_stats.dom.style.top = '50px';
physics_stats.dom.style.zIndex = '100';
document.getElementById( 'viewport' ).appendChild( physics_stats.dom );
document.getElementById('viewport').appendChild(physics_stats.dom);
scene = new Physijs.Scene();
scene.setGravity(new THREE.Vector3( 0, -30, 0 ));
scene.setGravity(new THREE.Vector3(0, -30, 0));
scene.addEventListener(
'update',
function() {
applyForce();
scene.simulate( undefined, 1 );
scene.simulate(undefined, 1);
physics_stats.update();
}
);
@ -45,14 +45,14 @@ initScene = function() {
1,
1000
);
camera.position.set( 60, 50, 60 );
camera.lookAt( scene.position );
scene.add( camera );
camera.position.set(60, 50, 60);
camera.lookAt(scene.position);
scene.add(camera);
// Light
light = new THREE.DirectionalLight( 0xFFFFFF );
light.position.set( 20, 40, -15 );
light.target.position.copy( scene.position );
light = new THREE.DirectionalLight(0xFFFFFF);
light.position.set(20, 40, -15);
light.target.position.copy(scene.position);
light.castShadow = true;
light.shadowCameraLeft = -60;
light.shadowCameraTop = -60;
@ -63,11 +63,11 @@ initScene = function() {
light.shadowBias = -.0001
light.shadowMapWidth = light.shadowMapHeight = 2048;
//// light.shadowDarkness = .7;
scene.add( light );
scene.add(light);
// Materials
ground_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/rocks.jpg' ) }),
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture('images/rocks.jpg') }),
.8, // high friction
.4 // low restitution
);
@ -75,7 +75,7 @@ initScene = function() {
// ground_material.map.repeat.set( 3, 3 );
box_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/plywood.jpg' ) }),
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture('images/plywood.jpg') }),
.4, // low friction
.6 // high restitution
);
@ -89,11 +89,11 @@ initScene = function() {
0 // mass
);
ground.receiveShadow = true;
scene.add( ground );
scene.add(ground);
for ( var i = 0; i < 10; i++ ) {
for (var i = 0; i < 10; i++) {
box = new Physijs.BoxMesh(
new THREE.BoxGeometry( 4, 4, 4 ),
new THREE.BoxGeometry(4, 4, 4),
box_material
);
box.position.set(
@ -112,46 +112,46 @@ initScene = function() {
Math.random() * 1 + .5
);
box.castShadow = true;
scene.add( box );
boxes.push( box );
scene.add(box);
boxes.push(box);
}
renderer.domElement.addEventListener( 'mousemove', setMousePosition );
renderer.domElement.addEventListener('mousemove', setMousePosition);
requestAnimationFrame( render );
requestAnimationFrame(render);
scene.simulate();
};
render = function() {
requestAnimationFrame( render );
renderer.render( scene, camera );
requestAnimationFrame(render);
renderer.render(scene, camera);
render_stats.update();
};
setMousePosition = function( evt ) {
setMousePosition = function(evt) {
// Find where mouse cursor intersects the ground plane
var vector = new THREE.Vector3(
( evt.clientX / renderer.dom.clientWidth ) * 2 - 1,
-( ( evt.clientY / renderer.dom.clientHeight ) * 2 - 1 ),
(evt.clientX / renderer.dom.clientWidth) * 2 - 1,
-((evt.clientY / renderer.dom.clientHeight) * 2 - 1),
.5
);
projector.unprojectVector( vector, camera );
vector.sub( camera.position ).normalize();
projector.unprojectVector(vector, camera);
vector.sub(camera.position).normalize();
var coefficient = (box.position.y - camera.position.y) / vector.y
mouse_position = camera.position.clone().add( vector.multiplyScalar( coefficient ) );
mouse_position = camera.position.clone().add(vector.multiplyScalar(coefficient));
};
applyForce = function() {
if (!mouse_position) return;
var strength = 35, distance, effect, offset, box;
for ( var i = 0; i < boxes.length; i++ ) {
for (var i = 0; i < boxes.length; i++) {
box = boxes[i];
distance = mouse_position.distanceTo( box.position ),
effect = mouse_position.clone().sub( box.position ).normalize().multiplyScalar( strength / distance ).negate(),
offset = mouse_position.clone().sub( box.position );
box.applyImpulse( effect, offset );
distance = mouse_position.distanceTo(box.position);
effect = mouse_position.clone().sub(box.position).normalize().multiplyScalar(strength / distance).negate();
offset = mouse_position.clone().sub(box.position);
box.applyImpulse(effect, offset);
}
};