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use-native-three-code.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta
name="viewport"
content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover"
/>
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>Use "native" three.js code</title>
<link rel="stylesheet" href="/css/examples.css?ver=1.0.0" />
<script src="/js/examples.js?ver=1.1.1"></script>
<script src="/lib/phaser.min.js?ver=3.52.0"></script>
<script src="/lib/enable3d/enable3d.phaserExtension.0.25.4.min.js"></script>
</head>
<body>
<div id="info-text">Import THREE from ENABLE3D</div>
<script>
const { enable3d, Scene3D, Canvas, THREE } = ENABLE3D
class MainScene extends Scene3D {
constructor() {
super({ key: 'MainScene' })
}
init() {
this.accessThirdDimension()
}
create() {
this.third.warpSpeed()
this.third.physics.debug.enable()
// Some "native" three.js code
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshLambertMaterial({ color: 0x2194ce })
const cube = new THREE.Mesh(geometry, material)
cube.position.set(0, 5, 0)
// We set shape manually to 'box' that enable3d is aware of the shape
cube.shape = 'box'
// Add cube to the scene
this.third.add.existing(cube)
// Add physics to the cube
this.third.physics.add.existing(cube)
}
}
const config = {
type: Phaser.WEBGL,
transparent: true,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: window.innerWidth * Math.max(1, window.devicePixelRatio / 2),
height: window.innerHeight * Math.max(1, window.devicePixelRatio / 2)
},
scene: [MainScene],
...Canvas()
}
window.addEventListener('load', () => {
enable3d(() => new Phaser.Game(config)).withPhysics('/lib/ammo/kripken')
})
</script>
</body>
</html>