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No commits in common. "6c9fed62b086624af2d594b846c859e1b1ea8f9e" and "960103b162804a1afca00711a41264b7f377a2fc" have entirely different histories.

28
main.js
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@ -16,11 +16,11 @@ const mazeWidth = 23
const parameters = {
elevation: 48,
azimuth : 53,
azimuth: 53,
};
const waves = {
A: { direction: 0, steepness: 0.05, wavelength: 3 },
A: { direction: 0, steepness: 0.05, wavelength: 3 },
B: { direction: 30, steepness: 0.10, wavelength: 6 },
C: { direction: 60, steepness: 0.05, wavelength: 1.5 },
};
@ -82,8 +82,6 @@ scene.background = new THREE.CubeTextureLoader()
'lf.jpg',
] );
window.scene = scene
const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.rotation.order = 'YXZ';
@ -188,7 +186,7 @@ const ground = new THREE.Mesh(
groundMaterial,
]
)
ground.rotation.x = -Math.PI / 2;
ground.rotation.x = - Math.PI / 2;
ground.position.y = -0.5
ground.receiveShadow = true;
ground.matrixAutoUpdate = false
@ -201,20 +199,20 @@ collisionner.add(ground)
const waterGeometry = new THREE.PlaneGeometry(2048, 2048, 512, 512);
const ocean = new Water(waterGeometry, {
textureWidth : 512,
textureWidth: 512,
textureHeight: 512,
waterNormals : loader.load(
waterNormals: loader.load(
'textures/waternormals.jpg',
function (texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
}
),
sunDirection : new THREE.Vector3(),
sunColor : 0xffffff,
waterColor : 0x001e0f,
sunDirection: new THREE.Vector3(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 3.7,
fog : scene.fog !== undefined,
alpha : 0.9
fog: scene.fog !== undefined,
alpha: 0.9
});
ocean.rotation.x = - Math.PI / 2;
ocean.position.y = -0.2;
@ -261,10 +259,10 @@ const sun = new THREE.Vector3();
// Lights
const ambientLight = new THREE.AmbientLight(0x404040, 7);
const ambientLight = new THREE.AmbientLight(0x404040, 9);
scene.add(ambientLight);
const sunLight = new THREE.DirectionalLight(0xfffae8, 0.5);
const sunLight = new THREE.DirectionalLight(0xfffae8, 0.7);
sunLight.castShadow = true;
sunLight.shadow.camera.near = 0.1;
sunLight.shadow.camera.far = 1.4 * mazeWidth;
@ -340,10 +338,10 @@ const raft = new THREE.Mesh(raftGeometry, [
raft.position.set( .2, ocean.position.y, -mazeWidth/2 - 1 );
raft.rotation.y = 1.4
raft.castShadow = true;
collisionner.add(raft);
const raftOctree = new Octree();
raftOctree.fromGraphNode(raft)
scene.add(raft)
scene.add(collisionner);