I’ve created simple three.js application, I want to move mesh on mouse over and restore them to its previous position when mouse leaves.
var camera, scene, renderer, stats;
var particles;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 300, 500 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
var geometry = new THREE.SphereBufferGeometry( 100, 20, 20 );
// geometry.rotateX( Math.PI / 2 );
var material = new THREE.MeshNormalMaterial();
for ( var i = 0; i < 200; i ++ ) {
particles = new THREE.Mesh( new THREE.SphereBufferGeometry( 100, 20, 20 ), new THREE.MeshNormalMaterial() );
particles.position.x = Math.random() * 4000 - 2000;
particles.position.y = Math.random() * 4000 - 2000;
particles.position.z = Math.random() * 4000 - 2000;
particles.scale.x = particles.scale.y = particles.scale.z = Math.random() * 1;
scene.add( particles );
}
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now() * 0.0005;
scene.position.x = Math.sin( time * 0.7 ) * 2000;
scene.position.y = Math.cos( time * 0.5 ) * 2000;
scene.position.z = Math.random() * 1;
for ( var i = 1, l = scene.children.length; i < l; i ++ ) {
scene.children[ i ].lookAt( scene.position );
}
camera.position.x += ( mouseX - camera.position.x );
camera.position.y += ( mouseY - camera.position.y );
camera.lookAt( scene.position );
renderer.render( scene, camera );
}