A Small Island with sheep

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How do I make an a small island with sheep?

Now Featuring sheep by Liza Kobrazova https://codepen.io/elliepooh/Randomly generated 3D islands Press "generate new" for a new random island.. What is a a small island with sheep? How do you make a a small island with sheep? This script and codes were developed by Christian Östman on 11 September 2022, Sunday.

A Small Island with sheep Previews

A Small Island with sheep - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>A Small Island with sheep </title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="menu"> <div onclick="build()" class='button red center'>Generate new</div> <input checked type="checkbox" id="chkTrees" />
<label for="chkTrees">Trees</label> <input checked type="checkbox" id="chkSheep" />
<label for="chkSheep">Sheep</label> <input checked type="checkbox" id="chkMountains" />
<label for="chkMountains">Mountains</label> <input checked type="checkbox" id="chkClouds" />
<label class="wskLabel" for="chkClouds">Clouds</label>
</div>
<div id="world"></div> <script src='http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/264161/OrbitControls.js'></script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/gsap/1.16.1/TweenMax.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

A Small Island with sheep - Script Codes CSS Codes

body{ background-color:#47e4dd; background: rgba(54,219,214,1);
background: -moz-linear-gradient(top, rgba(54,219,214,1) 0%, rgba(236,231,199,1) 100%);
background: -webkit-gradient(left top, left bottom, color-stop(0%, rgba(54,219,214,1)), color-stop(100%, rgba(236,231,199,1)));
background: -webkit-linear-gradient(top, rgba(54,219,214,1) 0%, rgba(236,231,199,1) 100%);
background: -o-linear-gradient(top, rgba(54,219,214,1) 0%, rgba(236,231,199,1) 100%);
background: -ms-linear-gradient(top, rgba(54,219,214,1) 0%, rgba(236,231,199,1) 100%);
background: linear-gradient(to bottom, rgba(54,219,214,1) 0%, rgba(236,231,199,1) 100%);
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#36dbd6', endColorstr='#ece7c7', GradientType=0 ); overflow:hidden; margin:0px; font-family: Arial, sans-serif;
}
button
{ position:absolute; top:0px; left:0px;
}
@import url(https://fonts.googleapis.com/css?family=Open+Sans:400,700);
h1 { text-align: center; text-transform: uppercase; font-family: "Open Sans", sans-serif; font-size: 27px; color: #444444; font-weight: 700;
}
h1 span { font-weight: 400;
}
.container { width: 735px; margin: 50px auto; background: whitesmoke; padding: 25px;
}
.button { border: 0 none; border-radius: 2px 2px 2px 2px; color: #FFFFFF; cursor: pointer; display: inline-block; font-family: Arial,sans-serif; font-size: 12px; font-weight: bold; line-height: 20px; margin-bottom: 0; margin-top: 10px; padding: 7px 10px; text-transform: none; transition: all 0.3s ease 0s; -moz-transition: all 0.3s ease 0s; -webkit-transition: all 0.3s ease 0s; width: 16.795%; /* auto */ text-align: center; /* DELETE WHEN WIDTH AUTO */
}
.button.red { background: none repeat scroll 0 0 #E0645C; color: #FFFFFF;
}
.button.red:hover { background: none repeat scroll 0 0 #999999; color: #FFFFFF;
}
menu
{ position:absolute; left:0px; top:0px;
}
label
{ font-size:12px;
}

A Small Island with sheep - Script Codes JS Codes

var scene, camera, controls, fieldOfView, aspectRatio, nearPlane, farPlane, shadowLight, backLight, light, renderer, container, raycaster;
//SCENE
var env, floor;
// CACHES
var treeCache = [];
// SETTINGS!!
var TREES = true;
var MOUNTAINS = true;
var CLOUDS = true;
//SCREEN VARIABLES
var HEIGHT, WIDTH, windowHalfX, windowHalfY, mousePos = { x: 0, y: 0 };
//INIT THREE JS, SCREEN AND MOUSE EVENTS
function init() { scene = new THREE.Scene(); scene.fog = new THREE.Fog(0xece9ca, 500, 2000); raycaster = new THREE.Raycaster(); HEIGHT = window.innerHeight; WIDTH = window.innerWidth; aspectRatio = WIDTH / HEIGHT; fieldOfView = 60; nearPlane = 1; farPlane = 2000; camera = new THREE.PerspectiveCamera( fieldOfView, aspectRatio, nearPlane, farPlane); camera.position.x = -500; camera.position.z = 500; camera.position.y = 300; camera.lookAt(new THREE.Vector3(0, 0, 0)); renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true }); renderer.setSize(WIDTH, HEIGHT); renderer.shadowMapEnabled = true; // renderer.shadowMapType = THREE.PCFSoftShadowMap; container = document.getElementById('world'); container.appendChild(renderer.domElement); windowHalfX = WIDTH / 2; windowHalfY = HEIGHT / 2; window.addEventListener('resize', onWindowResize, false); document.addEventListener('mouseup', handleMouseUp, false); document.addEventListener('touchend', handleTouchEnd, false); //* controls = new THREE.OrbitControls(camera, renderer.domElement); controls.minPolarAngle = -Math.PI / 2; controls.maxPolarAngle = Math.PI / 2 + .1; controls.noZoom = false; controls.noPan = true; //*/
}
function onWindowResize() { HEIGHT = window.innerHeight; WIDTH = window.innerWidth; windowHalfX = WIDTH / 2; windowHalfY = HEIGHT / 2; renderer.setSize(WIDTH, HEIGHT); camera.aspect = WIDTH / HEIGHT; camera.updateProjectionMatrix();
}
function handleMouseUp(event) {
}
function handleTouchEnd(event) {
}
function createLights() { light = new THREE.HemisphereLight(0xffffff, 0xb3858c, .65); shadowLight = new THREE.DirectionalLight(0xffe79d, .7); shadowLight.position.set(80, 120, 50); shadowLight.castShadow = true; shadowLight.shadowDarkness = .3; shadowLight.shadowMapWidth = 2048; shadowLight.shadowMapHeight = 2048; backLight = new THREE.DirectionalLight(0xffffff, .4); backLight.position.set(200, 100, 100); backLight.shadowDarkness = .1; //backLight.castShadow = true; scene.add(backLight); scene.add(light); scene.add(shadowLight);
}
function makeCube(mat, w, h, d, posX, posY, posZ, rotX, rotY, rotZ) { var geom = new THREE.BoxGeometry(w, h, d); var mesh = new THREE.Mesh(geom, mat); mesh.position.x = posX; mesh.position.y = posY; mesh.position.z = posZ; mesh.rotation.x = rotX; mesh.rotation.y = rotY; mesh.rotation.z = rotZ; return mesh;
}
function createFloor() { if (env) { scene.remove(env); env = null; } env = new THREE.Group(); var waterGeo = new THREE.BoxGeometry(1000, 1000, 100, 22, 22); for (var i = 0; i < waterGeo.vertices.length; i++) { var vertex = waterGeo.vertices[i]; if (vertex.z > 0) vertex.z += Math.random() * 2 - 1; vertex.x += Math.random() * 5 - 2.5; vertex.y += Math.random() * 5 - 2.5; vertex.wave = Math.random() * 100; } waterGeo.computeFaceNormals(); waterGeo.computeVertexNormals(); floor = new THREE.Mesh(waterGeo, new THREE.MeshLambertMaterial({ color: 0x6092c1, shading: THREE.FlatShading, transparent: true, opacity: 0.9, side: THREE.DoubleSide, })); floor.rotation.x = -Math.PI / 2; floor.position.y = -105; floor.receiveShadow = true; floor.name = "Floor" env.floor = floor; env.add(floor); var islandGeo = new THREE.PlaneGeometry(700, 700, 60, 60); var zeroVector = new THREE.Vector3(); var mods = []; var modVector; var modAmount = Math.floor(Math.random() * 6 + 1) for (var j = 0; j < modAmount; j++) { var modVector = new THREE.Vector3(Math.random() * 350, Math.random() * 350, 0); modVector.radius = Math.random() * 400; modVector.dir = Math.random() * 1 - .6 + modVector.radius / 5000; mods.push(modVector) } var midY = 0; for (var i = 0; i < islandGeo.vertices.length; i++) { var vertex = islandGeo.vertices[i]; //if(vertex.distanceTo(zeroVector) < 300) // { vertex.z = -vertex.distanceTo(zeroVector) * .15 + 15 + Math.random() * 3 - 6; for (var j = 0; j < mods.length; j++) { var modVector = mods[j]; if (vertex.distanceTo(modVector) < modVector.radius) vertex.z += vertex.distanceTo(modVector) / 2 * modVector.dir; } //} vertex.y += Math.random() * 20 - 10; vertex.x += Math.random() * 20 - 10; midY += vertex.z; } midY = midY / islandGeo.vertices.length; islandGeo.computeFaceNormals(); islandGeo.computeVertexNormals(); var island = new THREE.Mesh(islandGeo, new THREE.MeshLambertMaterial({ color: 0x9bb345, shading: THREE.FlatShading, side: THREE.DoubleSide, wireframe: false })); island.rotation.x = -Math.PI / 2; island.position.y = -14; island.receiveShadow = true; island.castShadow = true; island.name = "island" env.island = island; env.add(island); scene.add(env);
}
Tree1 = function() { var height = 9 + Math.random() * 8; var boxGeom = new THREE.BoxGeometry(2, height, 1); this.root = new THREE.Mesh(boxGeom, this.yellowMat); this.root.position.y = 0; var sphereGeometry = new THREE.SphereGeometry(6, 8); for (var i = 0; i < sphereGeometry.vertices.length; i++) { var vertex = sphereGeometry.vertices[i]; vertex.y += Math.random() * 3 - 1.5; vertex.x += Math.random() * 1 - .5; vertex.z += Math.random() * 1 - .5; } sphereGeometry.computeFaceNormals(); sphereGeometry.computeVertexNormals(); this.sphereGeometry = sphereGeometry; this.sphere = new THREE.Mesh(sphereGeometry, this.greenMat); this.sphere.position.y = height / 2 + 2; this.sphere.scale.y = .75 + Math.random() * .5;
}
function getRandomLandPos()
{ var downVector = new THREE.Vector3(0, -1, 0); //var c = new Tree1(); var c = { position: new THREE.Vector3() }; c.position.y = 100; var angle = Math.random() * 360; var r_radius = Math.random() * 200; c.position.x = r_radius * Math.cos(angle) c.position.z = r_radius * Math.sin(angle) scene.updateMatrixWorld(); raycaster.set(c.position, downVector); var collisions = raycaster.intersectObject(env, true); if (collisions.length > 0) { if (collisions[0].object.name == "island") { c.position.y = collisions[0].point.y + 4; return c.position; } else {return null} } else { return null; }
}
var Forest = function(amount, pos, radius) { if (!treeCache || treeCache.length < 5) { for (var i = 0; i < 10; i++) { var t = new Tree1(); treeCache.push(t); } } var yellowMat = new THREE.MeshLambertMaterial({ color: 0xffde79, shading: THREE.FlatShading }); var greenMat = new THREE.MeshLambertMaterial({ color: 0xa6d247, shading: THREE.FlatShading }); var roots = []; var crowns = []; var downVector = new THREE.Vector3(0, -1, 0); for (var i = 0; i < amount; i++) { //var c = new Tree1(); var c = { position: new THREE.Vector3() }; c.position.y = 100; var angle = Math.random() * 360; var r_radius = Math.random() * radius; c.position.x = pos.x + r_radius * Math.cos(angle) c.position.z = pos.z + r_radius * Math.sin(angle) scene.updateMatrixWorld(); raycaster.set(c.position, downVector); var collisions = raycaster.intersectObject(env, true); if (collisions.length > 0) { if (collisions[0].object.name == "island") { var rnd = Math.floor(Math.random() * treeCache.length) c.root = treeCache[rnd].root.clone(); c.sphere = treeCache[rnd].sphere.clone(); c.root.position.y = c.sphere.position.y = collisions[0].point.y + 6; c.root.position.x = c.sphere.position.x = c.position.x; c.root.position.z = c.sphere.position.z = c.position.z; c.sphere.position.y += 4 + Math.random() * 4; console.log(collisions[0].object.name); roots.push(c.root); crowns.push(c.sphere); } } else { console.log("NOT FOUND") } //console.log(collisions) } roots = mergeMeshes(roots); crowns = mergeMeshes(crowns); this.threegroup = new THREE.Group(); this.roots = new THREE.Mesh(roots, yellowMat); this.crowns = new THREE.Mesh(crowns, greenMat); this.threegroup.add(this.roots); this.threegroup.add(this.crowns); this.threegroup.traverse(function(object) { if (object instanceof THREE.Mesh) { object.castShadow = true; object.receiveShadow = true; } });
}
Cube = function() { this.yellowMat = new THREE.MeshLambertMaterial({ color: 0xffde79, shading: THREE.FlatShading }); this.whiteMat = new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, wireframe: true }); this.threegroup = new THREE.Group(); var boxGeom = new THREE.BoxGeometry(2, 4, 2); this.boxMesh = new THREE.Mesh(boxGeom, this.yellowMat); this.boxMesh.position.y = 0; this.threegroup.add(this.boxMesh); this.threegroup.traverse(function(object) { if (object instanceof THREE.Mesh) { object.castShadow = true; object.receiveShadow = true; } });
}
Cloud = function() { this.whiteMat = new THREE.MeshLambertMaterial({ color: 0xfae2c8, shading: THREE.FlatShading, wireframe: false }); var sphereGeom = new THREE.SphereGeometry(6 + Math.floor(Math.random() * 12), 8, 8); for (var i = 0; i < sphereGeom.vertices.length; i++) { var vertex = sphereGeom.vertices[i]; vertex.y += Math.random() * 4 - 2; vertex.x += Math.random() * 3 - 1.5; vertex.z += Math.random() * 3 - 1.5; } sphereGeom.computeFaceNormals(); sphereGeom.computeVertexNormals(); this.threegroup = new THREE.Mesh(sphereGeom, this.whiteMat); this.threegroup.position.y = 60 + Math.random() * 150; this.threegroup.castShadow = true; this.threegroup.scale.x = 1.3 + Math.random() * 2; this.threegroup.scale.y = this.threegroup.scale.x / 2 + Math.random() * .5 - 0.25; this.threegroup.scale.z = 0.7 + Math.random() * 0.8; this.threegroup.rotation.y = Math.random() * 3; this.threegroup.position.x = Math.random() * 800 - 400; this.threegroup.position.z = Math.random() * 800 - 400; var rnd1 = Math.random() * 40 + 30 - (35); var rnd2 = Math.random() * 10 + 10 - 10; TweenMax.to(this.threegroup.position, 12 + Math.random() * 10, { repeat: -1, yoyo: true, x: this.threegroup.position.x + rnd1, ease: Sine.easeInOut }); TweenMax.to(this.threegroup.position, 4 + Math.random() * 2, { repeat: -1, yoyo: true, overwrite:false, y: this.threegroup.position.y + rnd2, ease: Sine.easeInOut });
}
Mountain = function() { this.greyMat = new THREE.MeshLambertMaterial({ color: 0xa99a9d, shading: THREE.FlatShading, wireframe: false, side: THREE.DoubleSide }); this.threegroup = new THREE.Group(); /* var boxGeom = new THREE.CylinderGeometry(20 + Math.random() * 50, 76 + Math.random() * 200, Math.random() * 400 + 50, 20, 20, false); */ var zeroVector = new THREE.Vector3(); var size = Math.random() * 200 + 100; var heightScale = Math.random() * .5 + 2; var boxGeom = new THREE.PlaneGeometry(size, size, 8 + Math.floor(Math.random() * 3), 8 + Math.floor(Math.random() * 3)); for (var i = 0; i < boxGeom.vertices.length; i++) { var vertex = boxGeom.vertices[i]; // vertex.x =0; vertex.z = (-vertex.distanceTo(zeroVector) * .5) * heightScale + 15 + Math.random() * 3 - 6; vertex.y += Math.random() * 10 - 5; vertex.x += Math.random() * 10 - 5; vertex.z += Math.random() * 20 - 10; } boxGeom.computeFaceNormals(); boxGeom.computeVertexNormals(); this.boxMesh = new THREE.Mesh(boxGeom, this.greyMat); var box = new THREE.Box3().setFromObject(this.boxMesh); console.log(box); this.boxMesh.position.y = Math.random() * 15 + 10; this.boxMesh.rotation.x = -Math.PI / 2; this.threegroup.add(this.boxMesh); this.threegroup.traverse(function(object) { if (object instanceof THREE.Mesh) { object.castShadow = true; object.receiveShadow = true; } });
}
tick = 0;
function loop() { render(); tick++; // animate water if (env && env.floor) { for (var i = 0; i < env.floor.geometry.vertices.length; i++) { var vertex = env.floor.geometry.vertices[i]; if (vertex.z > 0) vertex.z += Math.sin(tick * .015 + vertex.wave) * 0.04; // vertex.x += Math.cos(tick*.01) * vertex.wave; //vertex.y += Math.sin(tick*.01) * vertex.wave; } env.floor.geometry.verticesNeedUpdate = true; } requestAnimationFrame(loop);
}
init();
//createFloor();
createLights();
//env.visible = false;
//createFloor();
var self = this;
setTimeout(build, 200);
//setInterval(build,2000);
function build() { TREES = document.getElementById("chkTrees").checked; MOUNTAINS = document.getElementById("chkMountains").checked; CLOUDS = document.getElementById("chkClouds").checked; SHEEP = document.getElementById("chkSheep").checked; /*if(scene.children.length > 0) { for( var i = scene.children.length - 1; i >= 0; i--) { if(!scene.children[i].intensity) scene.remove(scene.children[i]) } }*/ createFloor(); if (MOUNTAINS) { var mountains = Math.floor(Math.random() * 5 - 2) for (var i = 0; i < mountains; i++) { var mountain1 = new Mountain(); env.add(mountain1.threegroup); mountain1.threegroup.position.x = Math.random() * 700 - 350; mountain1.threegroup.position.z = Math.random() * 700 - 350; } } if (TREES) { var forest = new Forest(Math.random() * 20 + 10, new THREE.Vector3(0, 0, 0), 700); env.add(forest.threegroup); var extraForests = Math.floor(Math.random() * 15) for (var i = 0; i < extraForests; i++) { var forest = new Forest(Math.random() * 100, new THREE.Vector3(Math.random() * 500 - 250, 0, Math.random() * 500 - 250), Math.random() * 300); env.add(forest.threegroup); } } if (CLOUDS) { var clouds_num = 1 + Math.random() *5 ; for (var i = 0; i < clouds_num; i++) { var c = new Cloud(); env.add(c.threegroup); } } if(SHEEP) { for(var i= 0; i <80; i++) { var pos = getRandomLandPos(); if(pos != null) { console.log("FOUND SHEEP") var s = new Sheep(); env.add(s.group); s.group.position.x = pos.x; s.group.position.y = pos.y; s.group.position.z = pos.z; s.group.rotation.y = Math.random() * 360; s.group.scale.x = s.group.scale.y = s.group.scale.z = 2; console.log(pos.x,pos.y,pos.z) TweenMax.to(s.group.position,.4,{delay:Math.random()*2,ease:Linear.easeNone,y:(pos.y + 1.5) + Math.random()* 1,repeat:-1,yoyo:true}); } } }
}
var cube = new Cube();
scene.add(cube.threegroup);
loop();
function render() { if (controls) controls.update(); if (cube) { // cube.boxMesh.rotation.y+=.01; } renderer.render(scene, camera);
}
function mergeMeshes(meshes) { var combined = new THREE.Geometry(); for (var i = 0; i < meshes.length; i++) { meshes[i].updateMatrix(); combined.merge(meshes[i].geometry, meshes[i].matrix); } return combined;
}
function clamp(v, min, max) { return Math.min(Math.max(v, min), max);
}
function rule3(v, vmin, vmax, tmin, tmax) { var nv = Math.max(Math.min(v, vmax), vmin); var dv = vmax - vmin; var pc = (nv - vmin) / dv; var dt = tmax - tmin; var tv = tmin + (pc * dt); return tv;
}
class Sheep { constructor() { this.group = new THREE.Group(); this.group.position.y = 0.4; this.woolMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, roughness: 1, shading: THREE.FlatShading }); this.skinMaterial = new THREE.MeshLambertMaterial({ color: 0xffaf8b, roughness: 1, shading: THREE.FlatShading }); this.darkMaterial = new THREE.MeshLambertMaterial({ color: 0x4b4553, roughness: 1, shading: THREE.FlatShading }); this.vAngle = 0; this.drawBody(); this.drawHead(); this.drawLegs(); } drawBody() { const bodyGeometry = new THREE.IcosahedronGeometry(1.7, 0); const body = new THREE.Mesh(bodyGeometry, this.woolMaterial); body.castShadow = true; body.receiveShadow = true; this.group.add(body); } drawHead() { const head = new THREE.Group(); head.position.set(0, 0.65, 1.6); head.rotation.x = rad(-20); this.group.add(head); const foreheadGeometry = new THREE.BoxGeometry(0.7, 0.6, 0.7); const forehead = new THREE.Mesh(foreheadGeometry, this.skinMaterial); forehead.castShadow = true; forehead.receiveShadow = true; forehead.position.y = -0.15; head.add(forehead); const faceGeometry = new THREE.CylinderGeometry(0.5, 0.15, 0.4, 4, 1); const face = new THREE.Mesh(faceGeometry, this.skinMaterial); face.castShadow = true; face.receiveShadow = true; face.position.y = -0.65; face.rotation.y = rad(45); head.add(face); const woolGeometry = new THREE.BoxGeometry(0.84, 0.46, 0.9); const wool = new THREE.Mesh(woolGeometry, this.woolMaterial); wool.position.set(0, 0.12, 0.07); wool.rotation.x = rad(20); head.add(wool); const rightEyeGeometry = new THREE.CylinderGeometry(0.08, 0.1, 0.06, 6); const rightEye = new THREE.Mesh(rightEyeGeometry, this.darkMaterial); rightEye.castShadow = true; rightEye.receiveShadow = true; rightEye.position.set(0.35, -0.48, 0.33); rightEye.rotation.set(rad(130.8), 0, rad(-45)); head.add(rightEye); const leftEye = rightEye.clone(); leftEye.position.x = -rightEye.position.x; leftEye.rotation.z = -rightEye.rotation.z; head.add(leftEye); const rightEarGeometry = new THREE.BoxGeometry(0.12, 0.5, 0.3); //rightEarGeometry.translate(0, -0.25, 0); this.rightEar = new THREE.Mesh(rightEarGeometry, this.skinMaterial); this.rightEar.castShadow = true; this.rightEar.receiveShadow = true; this.rightEar.position.set(0.35, -0.12, -0.07); this.rightEar.rotation.set(rad(20), 0, rad(50)); head.add(this.rightEar); this.leftEar = this.rightEar.clone(); this.leftEar.position.x = -this.rightEar.position.x; this.leftEar.rotation.z = -this.rightEar.rotation.z; head.add(this.leftEar); } drawLegs() { const legGeometry = new THREE.CylinderGeometry(0.3, 0.15, 1, 4); // legGeometry.translate(0, -0.5, 0); this.frontRightLeg = new THREE.Mesh(legGeometry, this.darkMaterial); this.frontRightLeg.castShadow = true; this.frontRightLeg.receiveShadow = true; this.frontRightLeg.position.set(0.7, -0.8, 0.5); this.frontRightLeg.rotation.x = rad(-12); this.group.add(this.frontRightLeg); this.frontLeftLeg = this.frontRightLeg.clone(); this.frontLeftLeg.position.x = -this.frontRightLeg.position.x; this.frontLeftLeg.rotation.z = -this.frontRightLeg.rotation.z; this.group.add(this.frontLeftLeg); this.backRightLeg = this.frontRightLeg.clone(); this.backRightLeg.position.z = -this.frontRightLeg.position.z; this.backRightLeg.rotation.x = -this.frontRightLeg.rotation.x; this.group.add(this.backRightLeg); this.backLeftLeg = this.frontLeftLeg.clone(); this.backLeftLeg.position.z = -this.frontLeftLeg.position.z; this.backLeftLeg.rotation.x = -this.frontLeftLeg.rotation.x; this.group.add(this.backLeftLeg); } jump(speed) { this.vAngle += speed; this.group.position.y = Math.sin(this.vAngle) + 1.38; const legRotation = Math.sin(this.vAngle) * Math.PI / 6 + 0.4; this.frontRightLeg.rotation.z = legRotation; this.backRightLeg.rotation.z = legRotation; this.frontLeftLeg.rotation.z = -legRotation; this.backLeftLeg.rotation.z = -legRotation; const earRotation = Math.sin(this.vAngle) * Math.PI / 3 + 1.5; this.rightEar.rotation.z = earRotation; this.leftEar.rotation.z = -earRotation; } jumpOnMouseDown() { if (mouseDown) { this.jump(0.05); } else { if (this.group.position.y <= 0.4) return; this.jump(0.08); } }
}
function rad(degrees) { return degrees * (Math.PI / 180);
}
A Small Island with sheep - Script Codes
A Small Island with sheep - Script Codes
Home Page Home
Developer Christian Östman
Username chribbe
Uploaded September 11, 2022
Rating 4.5
Size 7,849 Kb
Views 28,336
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