Animating the Shapes
Before we finish our first programming session, let’s do something cool. Let’s make all of our shapes spin around like crazy.
In ICE, add the following code after all of the shapes:
| var clock = new THREE.Clock(); |
| |
| function animate() { |
| requestAnimationFrame(animate); |
| var t = clock.getElapsedTime(); |
| |
| ball.rotation.set(t, 2*t, 0); |
| box.rotation.set(t, 2*t, 0); |
| tube.rotation.set(t, 2*t, 0); |
| ground.rotation.set(t, 2*t, 0); |
| donut.rotation.set(t, 2*t, 0); |
| |
| renderer.render(scene, camera); |
| } |
| |
| animate(); |
Don’t worry about what everything means in that code—we’ll look at all of these lines in greater detail later in the book. For now, it’s enough to know that at specific time intervals, we’re changing ...
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