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//THREEJS RELATED VARIABLES 
var scene, camera, controls, fieldOfView, aspectRatio, nearPlane, farPlane, shadowLight, backLight, light, renderer, container;

//SCENE
var floor, lion, fan, isBlowing = false;

//SCREEN VARIABLES
var HEIGHT, WIDTH, windowHalfX, windowHalfY, mousePos = {
  x: 0,
  y: 0
};
dist = 0;

//INIT THREE JS, SCREEN AND MOUSE EVENTS
function init() {
  scene = new THREE.Scene();
  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.z = 800;
  camera.position.y = 0;
  camera.lookAt(new THREE.Vector3(0, 0, 0));
  renderer = new THREE.WebGLRenderer({
    alpha: true,
    antialias: true
  });
  renderer.setSize(WIDTH, HEIGHT);
  renderer.shadowMapEnabled = true;
  container = document.getElementById('world');
  container.appendChild(renderer.domElement);
  windowHalfX = WIDTH / 2;
  windowHalfY = HEIGHT / 2;
  window.addEventListener('resize', onWindowResize, false);
  document.addEventListener('mousemove', handleMouseMove, false);
  document.addEventListener('mousedown', handleMouseDown, false);
  document.addEventListener('mouseup', handleMouseUp, false);
  document.addEventListener('touchstart', handleTouchStart, false);
  document.addEventListener('touchend', handleTouchEnd, false);
  document.addEventListener('touchmove', handleTouchMove, false);
  /*
  controls = new THREE.OrbitControls( camera, renderer.domElement);
  //*/
}

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 handleMouseMove(event) {
  mousePos = {
    x: event.clientX,
    y: event.clientY
  };
}

function handleMouseDown(event) {
  isBlowing = true;
}
function handleMouseUp(event) {
  isBlowing = false;
}

function handleTouchStart(event) {
  if (event.touches.length > 1) {
    event.preventDefault();
    mousePos = {
      x: event.touches[0].pageX,
      y: event.touches[0].pageY
    };
    isBlowing = true;
  }
}

function handleTouchEnd(event) {
  mousePos = {
    x: windowHalfX,
    y: windowHalfY
  };
  isBlowing = false;
}

function handleTouchMove(event) {
  if (event.touches.length == 1) {
    event.preventDefault();
    mousePos = {
      x: event.touches[0].pageX,
      y: event.touches[0].pageY
    };
  }
}

function createLights() {
  light = new THREE.HemisphereLight(0xffffff, 0xffffff, .5)

  shadowLight = new THREE.DirectionalLight(0xffffff, .8);
  shadowLight.position.set(200, 200, 200);
  shadowLight.castShadow = true;
  shadowLight.shadowDarkness = .2;

  backLight = new THREE.DirectionalLight(0xffffff, .4);
  backLight.position.set( - 100, 200, 50);
  backLight.shadowDarkness = .1;
  backLight.castShadow = true;

  scene.add(backLight);
  scene.add(light);
  scene.add(shadowLight);
}

function createFloor() {
  floor = new THREE.Mesh(new THREE.PlaneBufferGeometry(1000, 500), new THREE.MeshBasicMaterial({
    color: 0xebe5e7
  }));
  floor.rotation.x = -Math.PI / 2;
  floor.position.y = -100;
  floor.receiveShadow = true;
  scene.add(floor);
}

function createLion() {
  lion = new Lion();
  scene.add(lion.threegroup);
}

function createFan() {
  fan = new Fan();
  fan.threegroup.position.z = 350;
  scene.add(fan.threegroup);
}

Fan = function() {
  this.isBlowing = false;
  this.speed = 0;
  this.acc = 0;
  this.redMat = new THREE.MeshLambertMaterial({
    color: 0xad3525,
    shading: THREE.FlatShading
  });
  this.greyMat = new THREE.MeshLambertMaterial({
    color: 0x653f4c,
    shading: THREE.FlatShading
  });

  this.yellowMat = new THREE.MeshLambertMaterial({
    color: 0xfdd276,
    shading: THREE.FlatShading
  });

  var coreGeom = new THREE.BoxGeometry(10, 10, 20);
  var sphereGeom = new THREE.BoxGeometry(10, 10, 3);
  var propGeom = new THREE.BoxGeometry(10, 30, 2);
  propGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0, 25, 0));

  this.core = new THREE.Mesh(coreGeom, this.greyMat);

  // propellers
  var prop1 = new THREE.Mesh(propGeom, this.redMat);
  prop1.position.z = 15;
  var prop2 = prop1.clone();
  prop2.rotation.z = Math.PI / 2;
  var prop3 = prop1.clone();
  prop3.rotation.z = Math.PI;
  var prop4 = prop1.clone();
  prop4.rotation.z = -Math.PI / 2;

  this.sphere = new THREE.Mesh(sphereGeom, this.yellowMat);
  this.sphere.position.z = 15;

  this.propeller = new THREE.Group();
  this.propeller.add(prop1);
  this.propeller.add(prop2);
  this.propeller.add(prop3);
  this.propeller.add(prop4);

  this.threegroup = new THREE.Group();
  this.threegroup.add(this.core);
  this.threegroup.add(this.propeller);
  this.threegroup.add(this.sphere);
}

Fan.prototype.update = function(xTarget, yTarget) {
  this.threegroup.lookAt(new THREE.Vector3(0, 80, 60));
  this.tPosX = rule3(xTarget, -200, 200, -250, 250);
  this.tPosY = rule3(yTarget, -200, 200, 250, -250);

  this.threegroup.position.x += (this.tPosX - this.threegroup.position.x) / 10;
  this.threegroup.position.y += (this.tPosY - this.threegroup.position.y) / 10;

  this.targetSpeed = (this.isBlowing) ? .3 : .01;
  if (this.isBlowing && this.speed < .5) {
    this.acc += .001;
    this.speed += this.acc;
  } else if (!this.isBlowing) {
    this.acc = 0;
    this.speed *= .98;
  }
  this.propeller.rotation.z += this.speed;
}

Lion = function() {
  this.windTime = 0;
  this.bodyInitPositions = [];
  this.maneParts = [];
  this.threegroup = new THREE.Group();
  this.yellowMat = new THREE.MeshLambertMaterial({
    color: 0xfdd276,
    shading: THREE.FlatShading
  });
  this.redMat = new THREE.MeshLambertMaterial({
    color: 0xad3525,
    shading: THREE.FlatShading
  });

  this.pinkMat = new THREE.MeshLambertMaterial({
    color: 0xe55d2b,
    shading: THREE.FlatShading
  });

  this.whiteMat = new THREE.MeshLambertMaterial({
    color: 0xffffff,
    shading: THREE.FlatShading
  });

  this.purpleMat = new THREE.MeshLambertMaterial({
    color: 0x451954,
    shading: THREE.FlatShading
  });

  this.greyMat = new THREE.MeshLambertMaterial({
    color: 0x653f4c,
    shading: THREE.FlatShading
  });

  this.blackMat = new THREE.MeshLambertMaterial({
    color: 0x302925,
    shading: THREE.FlatShading
  });

  var bodyGeom = new THREE.CylinderGeometry(30, 80, 140, 4);
  var maneGeom = new THREE.BoxGeometry(40, 40, 15);
  var faceGeom = new THREE.BoxGeometry(80, 80, 80);
  var spotGeom = new THREE.BoxGeometry(4, 4, 4);
  var mustacheGeom = new THREE.BoxGeometry(30, 2, 1);
  mustacheGeom.applyMatrix(new THREE.Matrix4().makeTranslation(15, 0, 0));

  var earGeom = new THREE.BoxGeometry(20, 20, 20);
  var noseGeom = new THREE.BoxGeometry(40, 40, 20);
  var eyeGeom = new THREE.BoxGeometry(5, 30, 30);
  var irisGeom = new THREE.BoxGeometry(4, 10, 10);
  var mouthGeom = new THREE.BoxGeometry(20, 20, 10);
  var smileGeom = new THREE.TorusGeometry(12, 4, 2, 10, Math.PI);
  var lipsGeom = new THREE.BoxGeometry(40, 15, 20);
  var kneeGeom = new THREE.BoxGeometry(25, 80, 80);
  kneeGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0, 50, 0));
  var footGeom = new THREE.BoxGeometry(40, 20, 20);

  // body
  this.body = new THREE.Mesh(bodyGeom, this.yellowMat);
  this.body.position.z = -60;
  this.body.position.y = -30;
  this.bodyVertices = [0, 1, 2, 3, 4, 10];

  for (var i = 0; i < this.bodyVertices.length; i++) {
    var tv = this.body.geometry.vertices[this.bodyVertices[i]];
    tv.z = 70;
    //tv.x = 0;
    this.bodyInitPositions.push({
      x: tv.x,
      y: tv.y,
      z: tv.z
    });
  }

  // knee
  this.leftKnee = new THREE.Mesh(kneeGeom, this.yellowMat);
  this.leftKnee.position.x = 65;
  this.leftKnee.position.z = -20;
  this.leftKnee.position.y = -110;
  this.leftKnee.rotation.z = -.3;

  this.rightKnee = new THREE.Mesh(kneeGeom, this.yellowMat);
  this.rightKnee.position.x = -65;
  this.rightKnee.position.z = -20;
  this.rightKnee.position.y = -110;
  this.rightKnee.rotation.z = .3;

  // feet
  this.backLeftFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.backLeftFoot.position.z = 30;
  this.backLeftFoot.position.x = 75;
  this.backLeftFoot.position.y = -90;

  this.backRightFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.backRightFoot.position.z = 30;
  this.backRightFoot.position.x = -75;
  this.backRightFoot.position.y = -90;

  this.frontRightFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.frontRightFoot.position.z = 40;
  this.frontRightFoot.position.x = -22;
  this.frontRightFoot.position.y = -90;

  this.frontLeftFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.frontLeftFoot.position.z = 40;
  this.frontLeftFoot.position.x = 22;
  this.frontLeftFoot.position.y = -90;

  // mane
  this.mane = new THREE.Group();

  for (var j = 0; j < 4; j++) {
    for (var k = 0; k < 4; k++) {
      var manePart = new THREE.Mesh(maneGeom, this.redMat);
      manePart.position.x = (j * 40) - 60;
      manePart.position.y = (k * 40) - 60;

      var amp;
      var zOffset;
      var periodOffset = Math.random() * Math.PI * 2;
      var angleOffsetY, angleOffsetX;
      var angleAmpY, angleAmpX;
      var xInit, yInit;

      if ((j == 0 && k == 0) || (j == 0 && k == 3) || (j == 3 && k == 0) || (j == 3 && k == 3)) {
        amp = -10 - Math.floor(Math.random() * 5);
        zOffset = -5;
      } else if (j == 0 || k == 0 || j == 3 || k == 3) {
        amp = -5 - Math.floor(Math.random() * 5);
        zOffset = 0;
      } else {
        amp = 0;
        zOffset = 0;
      }

      this.maneParts.push({
        mesh: manePart,
        amp: amp,
        zOffset: zOffset,
        periodOffset: periodOffset,
        xInit: manePart.position.x,
        yInit: manePart.position.y
      });
      this.mane.add(manePart);
    }
  }

  this.mane.position.y = -10;
  this.mane.position.z = 80;
  //this.mane.rotation.z = Math.PI/4;
  // face
  this.face = new THREE.Mesh(faceGeom, this.yellowMat);
  this.face.position.z = 135;

  // Mustaches
  this.mustaches = [];

  this.mustache1 = new THREE.Mesh(mustacheGeom, this.greyMat);
  this.mustache1.position.x = 30;
  this.mustache1.position.y = -5;
  this.mustache1.position.z = 175;
  this.mustache2 = this.mustache1.clone();
  this.mustache2.position.x = 35;
  this.mustache2.position.y = -12;
  this.mustache3 = this.mustache1.clone();
  this.mustache3.position.y = -19;
  this.mustache3.position.x = 30;
  this.mustache4 = this.mustache1.clone();
  this.mustache4.rotation.z = Math.PI;
  this.mustache4.position.x = -30;
  this.mustache5 = new THREE.Mesh(mustacheGeom, this.blackMat);
  this.mustache5 = this.mustache2.clone();
  this.mustache5.rotation.z = Math.PI;
  this.mustache5.position.x = -35;
  this.mustache6 = new THREE.Mesh(mustacheGeom, this.blackMat);
  this.mustache6 = this.mustache3.clone();
  this.mustache6.rotation.z = Math.PI;
  this.mustache6.position.x = -30;

  this.mustaches.push(this.mustache1);
  this.mustaches.push(this.mustache2);
  this.mustaches.push(this.mustache3);
  this.mustaches.push(this.mustache4);
  this.mustaches.push(this.mustache5);
  this.mustaches.push(this.mustache6);

  // spots
  this.spot1 = new THREE.Mesh(spotGeom, this.redMat);
  this.spot1.position.x = 39;
  this.spot1.position.z = 150;

  this.spot2 = this.spot1.clone();
  this.spot2.position.z = 160;
  this.spot2.position.y = -10;

  this.spot3 = this.spot1.clone();
  this.spot3.position.z = 140;
  this.spot3.position.y = -15;

  this.spot4 = this.spot1.clone();
  this.spot4.position.z = 150;
  this.spot4.position.y = -20;

  this.spot5 = this.spot1.clone();
  this.spot5.position.x = -39;
  this.spot6 = this.spot2.clone();
  this.spot6.position.x = -39;
  this.spot7 = this.spot3.clone();
  this.spot7.position.x = -39;
  this.spot8 = this.spot4.clone();
  this.spot8.position.x = -39;

  // eyes
  this.leftEye = new THREE.Mesh(eyeGeom, this.whiteMat);
  this.leftEye.position.x = 40;
  this.leftEye.position.z = 120;
  this.leftEye.position.y = 25;

  this.rightEye = new THREE.Mesh(eyeGeom, this.whiteMat);
  this.rightEye.position.x = -40;
  this.rightEye.position.z = 120;
  this.rightEye.position.y = 25;

  // iris
  this.leftIris = new THREE.Mesh(irisGeom, this.purpleMat);
  this.leftIris.position.x = 42;
  this.leftIris.position.z = 120;
  this.leftIris.position.y = 25;

  this.rightIris = new THREE.Mesh(irisGeom, this.purpleMat);
  this.rightIris.position.x = -42;
  this.rightIris.position.z = 120;
  this.rightIris.position.y = 25;

  // mouth
  this.mouth = new THREE.Mesh(mouthGeom, this.blackMat);
  this.mouth.position.z = 171;
  this.mouth.position.y = -30;
  this.mouth.scale.set(.5, .5, 1);

  // smile
  this.smile = new THREE.Mesh(smileGeom, this.greyMat);
  this.smile.position.z = 173;
  this.smile.position.y = -15;
  this.smile.rotation.z = -Math.PI;

  // lips
  this.lips = new THREE.Mesh(lipsGeom, this.yellowMat);
  this.lips.position.z = 165;
  this.lips.position.y = -45;

  // ear
  this.rightEar = new THREE.Mesh(earGeom, this.yellowMat);
  this.rightEar.position.x = -50;
  this.rightEar.position.y = 50;
  this.rightEar.position.z = 105;

  this.leftEar = new THREE.Mesh(earGeom, this.yellowMat);
  this.leftEar.position.x = 50;
  this.leftEar.position.y = 50;
  this.leftEar.position.z = 105;

  // nose
  this.nose = new THREE.Mesh(noseGeom, this.greyMat);
  this.nose.position.z = 170;
  this.nose.position.y = 25;

  // head
  this.head = new THREE.Group();
  this.head.add(this.face);
  this.head.add(this.mane);
  this.head.add(this.rightEar);
  this.head.add(this.leftEar);
  this.head.add(this.nose);
  this.head.add(this.leftEye);
  this.head.add(this.rightEye);
  this.head.add(this.leftIris);
  this.head.add(this.rightIris);
  this.head.add(this.mouth);
  this.head.add(this.smile);
  this.head.add(this.lips);
  this.head.add(this.spot1);
  this.head.add(this.spot2);
  this.head.add(this.spot3);
  this.head.add(this.spot4);
  this.head.add(this.spot5);
  this.head.add(this.spot6);
  this.head.add(this.spot7);
  this.head.add(this.spot8);
  this.head.add(this.mustache1);
  this.head.add(this.mustache2);
  this.head.add(this.mustache3);
  this.head.add(this.mustache4);
  this.head.add(this.mustache5);
  this.head.add(this.mustache6);

  this.head.position.y = 60;

  this.threegroup.add(this.body);
  this.threegroup.add(this.head);
  this.threegroup.add(this.leftKnee);
  this.threegroup.add(this.rightKnee);
  this.threegroup.add(this.backLeftFoot);
  this.threegroup.add(this.backRightFoot);
  this.threegroup.add(this.frontRightFoot);
  this.threegroup.add(this.frontLeftFoot);

  this.threegroup.traverse(function(object) {
    if (object instanceof THREE.Mesh) {
      object.castShadow = true;
      object.receiveShadow = true;
    }
  });
}

Lion.prototype.updateBody = function(speed) {

  this.head.rotation.y += (this.tHeagRotY - this.head.rotation.y) / speed;
  this.head.rotation.x += (this.tHeadRotX - this.head.rotation.x) / speed;
  this.head.position.x += (this.tHeadPosX - this.head.position.x) / speed;
  this.head.position.y += (this.tHeadPosY - this.head.position.y) / speed;
  this.head.position.z += (this.tHeadPosZ - this.head.position.z) / speed;

  this.leftEye.scale.y += (this.tEyeScale - this.leftEye.scale.y) / (speed * 2);
  this.rightEye.scale.y = this.leftEye.scale.y;

  this.leftIris.scale.y += (this.tIrisYScale - this.leftIris.scale.y) / (speed * 2);
  this.rightIris.scale.y = this.leftIris.scale.y;

  this.leftIris.scale.z += (this.tIrisZScale - this.leftIris.scale.z) / (speed * 2);
  this.rightIris.scale.z = this.leftIris.scale.z;

  this.leftIris.position.y += (this.tIrisPosY - this.leftIris.position.y) / speed;
  this.rightIris.position.y = this.leftIris.position.y;
  this.leftIris.position.z += (this.tLeftIrisPosZ - this.leftIris.position.z) / speed;
  this.rightIris.position.z += (this.tRightIrisPosZ - this.rightIris.position.z) / speed;

  this.rightKnee.rotation.z += (this.tRightKneeRotZ - this.rightKnee.rotation.z) / speed;
  this.leftKnee.rotation.z += (this.tLeftKneeRotZ - this.leftKnee.rotation.z) / speed;

  this.lips.position.x += (this.tLipsPosX - this.lips.position.x) / speed;
  this.lips.position.y += (this.tLipsPosY - this.lips.position.y) / speed;
  this.smile.position.x += (this.tSmilePosX - this.smile.position.x) / speed;
  this.mouth.position.z += (this.tMouthPosZ - this.mouth.position.z) / speed;
  this.smile.position.z += (this.tSmilePosZ - this.smile.position.z) / speed;
  this.smile.position.y += (this.tSmilePosY - this.smile.position.y) / speed;
  this.smile.rotation.z += (this.tSmileRotZ - this.smile.rotation.z) / speed;
}

Lion.prototype.look = function(xTarget, yTarget) {
  this.tHeagRotY = rule3(xTarget, -200, 200, -Math.PI / 4, Math.PI / 4);
  this.tHeadRotX = rule3(yTarget, -200, 200, -Math.PI / 4, Math.PI / 4);
  this.tHeadPosX = rule3(xTarget, -200, 200, 70, -70);
  this.tHeadPosY = rule3(yTarget, -140, 260, 20, 100);
  this.tHeadPosZ = 0;

  this.tEyeScale = 1;
  this.tIrisYScale = 1;
  this.tIrisZScale = 1;
  this.tIrisPosY = rule3(yTarget, -200, 200, 35, 15);
  this.tLeftIrisPosZ = rule3(xTarget, -200, 200, 130, 110);
  this.tRightIrisPosZ = rule3(xTarget, -200, 200, 110, 130);

  this.tLipsPosX = 0;
  this.tLipsPosY = -45;

  this.tSmilePosX = 0;
  this.tMouthPosZ = 174;
  this.tSmilePosZ = 173;
  this.tSmilePosY = -15;
  this.tSmileRotZ = -Math.PI;

  this.tRightKneeRotZ = rule3(xTarget, -200, 200, .3 - Math.PI / 8, .3 + Math.PI / 8);
  this.tLeftKneeRotZ = rule3(xTarget, -200, 200, -.3 - Math.PI / 8, -.3 + Math.PI / 8)

  this.updateBody(10);

  this.mane.rotation.y = 0;
  this.mane.rotation.x = 0;

  for (var i = 0; i < this.maneParts.length; i++) {
    var m = this.maneParts[i].mesh;
    m.position.z = 0;
    m.rotation.y = 0;
  }

  for (var i = 0; i < this.mustaches.length; i++) {
    var m = this.mustaches[i];
    m.rotation.y = 0;
  }

  for (var i = 0; i < this.bodyVertices.length; i++) {
    var tvInit = this.bodyInitPositions[i];
    var tv = this.body.geometry.vertices[this.bodyVertices[i]];
    tv.x = tvInit.x + this.head.position.x;
  }
  this.body.geometry.verticesNeedUpdate = true;
}

Lion.prototype.cool = function(xTarget, yTarget) {
  this.tHeagRotY = rule3(xTarget, -200, 200, Math.PI / 4, -Math.PI / 4);
  this.tHeadRotX = rule3(yTarget, -200, 200, Math.PI / 4, -Math.PI / 4);
  this.tHeadPosX = rule3(xTarget, -200, 200, -70, 70);
  this.tHeadPosY = rule3(yTarget, -140, 260, 100, 20);
  this.tHeadPosZ = 100;

  this.tEyeScale = 0.1;
  this.tIrisYScale = 0.1;
  this.tIrisZScale = 3;

  this.tIrisPosY = 20;
  this.tLeftIrisPosZ = 120;
  this.tRightIrisPosZ = 120;

  this.tLipsPosX = rule3(xTarget, -200, 200, -15, 15);
  this.tLipsPosY = rule3(yTarget, -200, 200, -45, -40);

  this.tMouthPosZ = 168;
  this.tSmilePosX = rule3(xTarget, -200, 200, -15, 15);
  this.tSmilePosY = rule3(yTarget, -200, 200, -20, -8);
  this.tSmilePosZ = 176;
  this.tSmileRotZ = rule3(xTarget, -200, 200, -Math.PI - .3, -Math.PI + .3);

  this.tRightKneeRotZ = rule3(xTarget, -200, 200, .3 + Math.PI / 8, .3 - Math.PI / 8);
  this.tLeftKneeRotZ = rule3(xTarget, -200, 200, -.3 + Math.PI / 8, -.3 - Math.PI / 8);

  this.updateBody(10);

  this.mane.rotation.y = -.8 * this.head.rotation.y;
  this.mane.rotation.x = -.8 * this.head.rotation.x;

  var dt = 20000 / (xTarget * xTarget + yTarget * yTarget);
  dt = Math.max(Math.min(dt, 1), .5);
  this.windTime += dt;

  for (var i = 0; i < this.maneParts.length; i++) {
    var m = this.maneParts[i].mesh;
    var amp = this.maneParts[i].amp;
    var zOffset = this.maneParts[i].zOffset;
    var periodOffset = this.maneParts[i].periodOffset;

    m.position.z = zOffset + Math.cos(this.windTime + periodOffset) * amp * dt * 2;
  }

  this.leftEar.rotation.x = Math.cos(this.windTime) * Math.PI / 16 * dt;
  this.rightEar.rotation.x = -Math.cos(this.windTime) * Math.PI / 16 * dt;

  for (var i = 0; i < this.mustaches.length; i++) {
    var m = this.mustaches[i];
    var amp = (i < 3) ? -Math.PI / 8 : Math.PI / 8;
    m.rotation.y = amp + Math.cos(this.windTime + i) * dt * amp;
  };

  for (var i = 0; i < this.bodyVertices.length; i++) {
    var tvInit = this.bodyInitPositions[i];
    var tv = this.body.geometry.vertices[this.bodyVertices[i]];
    tv.x = tvInit.x + this.head.position.x;
  }
  this.body.geometry.verticesNeedUpdate = true;
}

function loop() {
  render();
  var xTarget = (mousePos.x - windowHalfX);
  var yTarget = (mousePos.y - windowHalfY);

  fan.isBlowing = isBlowing;
  fan.update(xTarget, yTarget);
  if (isBlowing) {
    lion.cool(xTarget, yTarget);
  } else {
    lion.look(xTarget, yTarget);
  }
  requestAnimationFrame(loop);
}

function render() {
  if (controls) controls.update();
  renderer.render(scene, camera);
}

init();
createLights();
createFloor();
createLion();
createFan();
loop();

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;

}
<a id="world" target="_blank" />
<div id="instructions">
  点击给狮子吹风喔
  <br/>
  <span class="lightInstructions">
    点击给狮子吹风喔
  </span>
</div>
@import url(http://fonts.googleapis.com/css?family=Open+Sans:800);
#world {
  background: #ebe5e7;
  position: absolute;
  width: 100%;
  height: 100%;
  overflow: hidden;
}

#instructions {
  position: absolute;
  width: 100%;
  top: 50%;
  margin: auto;
  margin-top: 120px;
  font-family: 'Open Sans', sans-serif;
  color: #653f4c;
  font-size: .9em;
  text-transform: uppercase;
  text-align: center;
  -webkit-user-select: none;
  -moz-user-select: none;
  -ms-user-select: none;
  user-select: none;
}

.lightInstructions {
  color: #993f4c;
  font-size: .8em;
}

#credits {
  position: absolute;
  width: 100%;
  margin: auto;
  bottom: 0;
  margin-bottom: 20px;
  font-family: 'Open Sans', sans-serif;
  color: #b297a2;
  font-size: 0.7em;
  text-transform: uppercase;
  text-align: center;
}

#credits a {
  color: #b297a2;
}

本项目引用的自定义外部资源