Files
cjsatnarine.space/static/main.js
2025-03-31 19:30:00 -04:00

86 lines
2.5 KiB
JavaScript

import * as THREE from 'three';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
let modelObject = new THREE.Object3D;
// Rotation speed of the 3D model.
const rotationSpeed = 1.0;
let previousFrame = performance.now();
// Rendering.
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector('#rendering_canvas'),
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
document.body.appendChild(renderer.domElement);
// Change location of canvas.
let footer = document.querySelector('#footer');
let canvas = document.querySelector('#rendering_canvas');
footer.before(canvas);
// Resizing the camera position based on window width.
// TODO: This HAS to be changed to be better bruv what even is this??
if (window.innerWidth <= 400) {
camera.position.z = 6.5;
}
else if (window.innerWidth > 400 && window.innerWidth <= 650) {
camera.position.z = 5.5;
}
else if (window.innerWidth > 650 && window.innerWidth <= 915) {
camera.position.z = 4.5;
} else {
camera.position.z = 3.5;
}
// Lighting.
const light = new THREE.HemisphereLight(0xffffbb, 0x080820, 1);
scene.add(light);
// OBJ loader.
const objectLoader = new OBJLoader();
objectLoader.load(
"/wolf_head.obj",
function(object) {
console.log(object);
modelObject = object;
object.traverse((child) => {
// instance of is apparently the reason god made typescript
if (child instanceof THREE.Mesh) {
// Create material for the mesh.
child.material = new THREE.MeshStandardMaterial({ color: 0x962FFE });
child.material.wireframe = true;
child.material.wireframeLinewidth = 1;
child.material.emissive = (new THREE.Color().setHex(0x962FFE));
}
});
scene.add(object);
},
function(xhr) {
console.log((xhr.loaded / xhr.total * 100) + '% loaded');
},
function(error) {
console.log('an error happened', error);
}
);
// Animate function.
function animate() {
const currentFrame = performance.now();
const deltaTime = (currentFrame - previousFrame) / 1000;
previousFrame = currentFrame;
const rotationAngle = rotationSpeed * deltaTime;
modelObject.rotateY(-rotationAngle);
renderer.render(scene, camera);
requestAnimationFrame(animate);
}