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// Задача: Направете топките да се движат в
// паралелепипед, като рикошират от стените и
// са подвластни на гравитацията.


var renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( drawFrame );
document.body.appendChild( renderer.domElement );

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

var scene = new THREE.Scene();
scene.background = new THREE.Color( 'skyblue' );

var aspect = window.innerWidth/window.innerHeight;
var camera = new THREE.PerspectiveCamera( 30, aspect );
camera.position.set( 0, 60, 300 );
camera.lookAt( new THREE.Vector3( 0, -10, 0 ) );


// брой топчета
var n = 10;
var balls = [];

// топчета за движене, случайната начална скорост
// е вградена в топчето (това е полето v)
for( var i=0; i<n; i++ )
{
	balls[i] = new THREE.Mesh(
		new THREE.SphereGeometry( 5, 32, 32 ),
		new THREE.MeshPhongMaterial( {shininess: 100} )
	);
	balls[i].castShadow = true;
	balls[i].material.color.setRGB( 0.5+0.5*Math.random(), 0.5+0.5*Math.random(),0.5+0.5*Math.random() );
	balls[i].material.emissive.setRGB( 0.5*Math.random(), 0.5*Math.random(), 0.5*Math.random() );
	balls[i].position.set( 40-80*Math.random(), 40-80*Math.random(), 40-80*Math.random() );
	balls[i].v = new THREE.Vector3( 1-2*Math.random(), 0, 1-2*Math.random() );
	balls[i].v.setLength( 0.5 );
	scene.add( balls[i] );
}

// платформата
var ground = new THREE.Mesh(
	new THREE.BoxGeometry( 160.2, 2.2, 100.2 ),
	new THREE.MeshPhongMaterial( {color: 'slateblue', shininess: 2, specular: 'white'} )
);
ground.position.y = -51;
ground.receiveShadow = true;
scene.add( ground );
		
// стъкленият корпус
var glass = new THREE.Mesh(
	new THREE.BoxGeometry( 160, 100, 100 ),
	new THREE.MeshPhongMaterial( {color: 'lightcyan', opacity: 0.3, transparent: true, shininess: 0, specular: 'white', side:THREE.BackSide} )
);
glass.receiveShadow = true;
scene.add( glass );

// бялата рамка на стъкления корпус
var frame = new THREE.BoxHelper( glass );
frame.material.color.set( 'white' );
scene.add( frame );
		
// светлина
var light = new THREE.PointLight( 'white', 0.5 );
light.position.set( 0, 0, 0 );
light.castShadow = false;
scene.add( light );

// и още една
var light = new THREE.PointLight();
light.position.set( 0, 100, 0 );
light.castShadow = true;
scene.add( light );


// ограничения на движението по X, Y и Z
var maxX = 160/2-5;
var minX = -maxX;
var maxZ = 100/2-5;
var minZ = -maxZ;

function absVec(v) {
	return new THREE.Vector3(Math.abs(v.x), Math.abs(v.y), Math.abs(v.z));
}
function lessThanV(v1, v2) {
	return new THREE.Vector3(-1+2*(v1.x < v2.x), -1+2*(v1.y < v2.y), -1+2*(v1.z < v2.z));
}

var edgeV = new THREE.Vector3(80, 50, 50);


function drawFrame()
{
	scene.rotation.y += 0.001;

	// преместване на топчето
	for( var i=0; i<n; i++ )
	{
		var v = balls[i].v;
		var p = balls[i].position;
		
		// p.add( v );
		v.multiply(lessThanV(absVec(p).addScalar(5), edgeV));
		p.add(v);
		// // проверка за удар
		// if( p.x >= maxX ) { v.x = -v.x; p.x = maxX-(p.x-maxX); }
		// if( p.x <= minX ) { v.x = -v.x; p.x = minX-(p.x-minX); }
		//
		// if( p.z >= maxZ ) { v.z = -v.z; p.z = maxZ-(p.z-maxZ); }
		// if( p.z <= minZ ) { v.z = -v.z; p.z = minZ-(p.z-minZ); }
	}
	
	renderer.render( scene, camera );
}