const camera = new WHS.PerspectiveCamera({ // Apply a camera. position: { x: 0, y: 40, z: 100, }, far: 1e5, aspect: window.innerWidth / window.innerHeight, }); const app = new WHS.App([ new WHS.ElementModule(), // Apply to DOM. new WHS.SceneModule(), // Create a new THREE.Scene and set it to app. new WHS.DefineModule('camera', camera), new PHYSICS.WorldModule({ gravity: new THREE.Vector3(0, -100, 0), ammo: 'http://localhost:8080/lib/ammo.js', }), new WHS.RenderingModule({ bgColor: 0x162129 }), // Apply THREE.WebGLRenderer new WHS.ResizeModule(), // Make it resizable. new WHS.FogModule({ color: 0x660000, density: 1e-4 }, 'exp2'), ]); app.camera = camera; app.physics = app.modules[3]; let ground; (function groundinit() { const WIDTH = 500; const SIZE = 1e5; const mesh = new WHS.Plane({ geometry: { width: WIDTH, height: SIZE, }, position: { x: 0, y: -10, }, rotation: new THREE.Euler(-Math.PI / 2,0,0), modules: [ new WHS.TextureModule({ url: 'assets/textures/metal.png', repeat: new THREE.Vector2(2, SIZE / 200) }), new PHYSICS.PlaneModule({ mass: 0, }), ], material: new THREE.MeshPhongMaterial({ color: 0xffffff }) }); ground = mesh; ground.addTo(app); }()); (function lava() { const size = 1e5; const lava = new WHS.Plane({ geometry: { width: size, height: size, }, position: { x: 0, y: 0, z: -300, }, //rotation: new THREE.Euler(-Math.PI / 2, 0, 0), modules: [ new WHS.TextureModule({ url: 'assets/textures/lava.jpg', repeat: new THREE.Vector2(size / 200, size / 200) }), ], material: new THREE.MeshPhongMaterial({ color: 0xffffff, }), }); //lava.addTo(app); //console.log(lava); ground.add(lava); }()); (function sky() { const sky = new THREE.Sky(); sky.scale.setScalar(450000); const uniforms = sky.material.uniforms; uniforms.turbidity.value = 10; uniforms.rayleigh.value = 2; uniforms.luminance.value = 1; uniforms.mieCoefficient.value = 0.005; uniforms.mieDirectionalG.value = 0.8; sunSphere = new THREE.Mesh( new THREE.SphereBufferGeometry( 20000, 16, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ); sunSphere.position.y = 10000; var distance = 400000; const inclination = 0.5; const azimuth = 0.25; var theta = Math.PI * ( inclination - 0.5 ); var phi = 2 * Math.PI * ( azimuth - 0.5 ); sunSphere.position.x = distance * Math.cos( phi ); sunSphere.position.y = distance * Math.sin( phi ) * Math.sin( theta ); sunSphere.position.z = distance * Math.sin( phi ) * Math.cos( theta ); uniforms.sunPosition.value.copy( sunSphere.position ); const sk = WHS.MeshComponent.create(sky.geometry, { material: sky.material }); const scene = app.getScene(); scene.add(sky); scene.add(sunSphere); }());