mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-08 20:46:21 +10:00
Merge remote-tracking branch 'greggman/newrot' into dev
This commit is contained in:
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>three.js webgl - multiple canvases - circle</title>
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<style type="text/css" media="screen">
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body {
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background-color: #555;
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color: white;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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margin: 0px;
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overflow: hidden;
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width: 100%;
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height: 100%;
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}
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#container {
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width: 100%;
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height: 700px;
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-webkit-perspective: 800px;
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-webkit-perspective-origin: 50% 225px;
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-moz-perspective: 800px;
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-moz-perspective-origin: 50% 225px;
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perspective: 800px;
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perspective-origin: 50% 225px;
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}
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#stage {
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width: 100%;
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height: 100%;
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-webkit-transform-style: preserve-3d;
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-moz-transform-style: preserve-3d;
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transform-style: preserve-3d;
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}
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#shape {
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position: relative;
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top: 160px;
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margin: 0 auto;
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height: 200px;
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width: 200px;
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-webkit-transform: translateZ(-0px);
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-webkit-transform-style: preserve-3d;
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-moz-transform: translateZ(-0px);
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-moz-transform-style: preserve-3d;
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transform: translateZ(-0px);
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transform-style: preserve-3d;
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}
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.ring {
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position: absolute;
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height: 300px;
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width: 200px;
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text-align: center;
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font-family: Times, serif;
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font-size: 124pt;
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color: black;
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background-color: #fff;
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}
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#shape {
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border: 0px;
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background-color: rgba(255, 255, 255, 0);
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}
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.ring > .r1 {
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-webkit-transform: rotateY(300deg) translateZ(-380px);
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-moz-transform: rotateY(300deg) translateZ(-380px);
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transform: rotateY(300deg) translateZ(-380px);
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}
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.ring > .r2 {
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-webkit-transform: rotateY(330deg) translateZ(-380px);
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-moz-transform: rotateY(330deg) translateZ(-380px);
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transform: rotateY(330deg) translateZ(-380px);
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}
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.ring > .r3 {
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-webkit-transform: rotateY(0deg) translateZ(-380px);
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-moz-transform: rotateY(0deg) translateZ(-380px);
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transform: rotateY(0deg) translateZ(-380px);
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}
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.ring > .r4 {
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-webkit-transform: rotateY(30deg) translateZ(-380px);
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-moz-transform: rotateY(30deg) translateZ(-380px);
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transform: rotateY(30deg) translateZ(-380px);
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}
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.ring > .r5 {
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-webkit-transform: rotateY(60deg) translateZ(-380px);
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-moz-transform: rotateY(60deg) translateZ(-380px);
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transform: rotateY(60deg) translateZ(-380px);
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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#help {
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position: absolute;
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top: 50px; width: 100%;
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text-align: center;
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}
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#help>div {
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margin: auto;
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padding: 1em;
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background-color: rgba(0,0,0,0.3);
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width: 50%;
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}
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</style>
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</head>
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<body>
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<div id="container">
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<div id="stage">
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<div id="shape" class="ring backfaces">
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<div id="container1" class="ring r1"></div>
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<div id="container2" class="ring r2"></div>
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<div id="container3" class="ring r3"></div>
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<div id="container4" class="ring r4"></div>
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<div id="container5" class="ring r5"></div>
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</div>
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</div>
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</div>
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<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> webgl - multiple canvases - circle</div>
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<div id="help" gstyle="display: none">
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<div>
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This example is shows how to setup multi-monitor displays like <a href="http://code.google.com/p/liquid-galaxy/">Google's Liquid Galaxy using three.js</a>.
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Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.<br/>
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Note: 3d css support required! Use Chrome, Safari or Firefox 10
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</div>
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</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/Detector.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript">
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var apps = [];
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init();
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animate();
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function init() {
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function degToRad(d) {
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return d * Math.PI / 180;
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}
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var rot = degToRad(30);
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var fudge = 0.45; // I don't know why this is needed :-(
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apps.push( new App( 'container1', rot * -2 * fudge ) );
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apps.push( new App( 'container2', rot * -1 * fudge ) );
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apps.push( new App( 'container3', rot * 0 * fudge ) );
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apps.push( new App( 'container4', rot * 1 * fudge ) );
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apps.push( new App( 'container5', rot * 2 * fudge ) );
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}
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function animate() {
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for ( var i = 0; i < apps.length; ++i ) {
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apps[ i ].animate();
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}
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requestAnimationFrame( animate );
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}
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function App( containerId, rotateY) {
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var container;
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var virtualCamera, camera, scene, renderer;
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var mesh1, light;
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var mouseX = 0, mouseY = 0;
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var cameraZ = 1800;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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init();
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function init() {
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container = document.getElementById( containerId );
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camera = new THREE.PerspectiveCamera( 20, container.clientWidth / container.clientHeight, 1, 20000 );
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camera.rotation.setY(rotateY);
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// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
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// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
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virtualCamera = new THREE.Camera();
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virtualCamera.add(camera);
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virtualCamera.position.z = cameraZ;
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scene = new THREE.Scene();
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light = new THREE.DirectionalLight( 0xffffff );
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light.position.set( 0, 0, 1 );
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light.position.normalize();
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scene.add( light );
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var noof_balls = 51;
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var shadowMaterial = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'textures/shadow.png' ) } );
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var shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
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for ( var i = 0; i < noof_balls; i++ ) { // create shadows
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var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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mesh.position.y = - 250;
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mesh.position.x = - (noof_balls - 1) /2 *400 + i * 400;
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mesh.rotation.x = - 90 * Math.PI / 180;
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scene.add( mesh );
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}
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var faceIndices = [ 'a', 'b', 'c', 'd' ];
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var color, f1, p, n, vertexIndex,
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geometry1 = new THREE.IcosahedronGeometry( 1 );
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for ( var i = 0; i < geometry1.faces.length; i++ ) {
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f1 = geometry1.faces[ i ];
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n = ( f1 instanceof THREE.Face3 ) ? 3 : 4;
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for( var j = 0; j < n; j++ ) {
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vertexIndex = f1[ faceIndices[ j ] ];
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p = geometry1.vertices[ vertexIndex ].position;
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color = new THREE.Color( 0xffffff );
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color.setHSV( ( p.y + 1 ) / 2, 1.0, 1.0 );
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f1.vertexColors[ j ] = color;
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color = new THREE.Color( 0xffffff );
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color.setHSV( 0.0, ( p.y + 1 ) / 2, 1.0 );
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}
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}
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var materials = [
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new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
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new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )
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];
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for ( var i = 0; i < noof_balls; i++ ) { // create balls
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var mesh = new THREE.Mesh( geometry1, materials );
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mesh.position.x = - (noof_balls - 1) /2 *400 + i *400;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 200;
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mesh.rotation.x = i * 0.5;
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scene.add( mesh );
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}
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setSize( container.clientWidth, container.clientHeight );
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container.appendChild( renderer.domElement );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
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}
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function onDocumentMouseMove( event ) {
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mouseX = ( event.clientX - windowHalfX );
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mouseY = ( event.clientY - windowHalfY );
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}
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function onDocumentMouseWheel (event ) {
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var delta = 0;
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if (event.wheelDelta) {
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delta = event.wheelDelta / 120;
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if (window.opera) delta = -delta;
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} else if (event.detail) {
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delta = -event.detail / 3;
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}
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if (delta) {
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if (delta < 0) {
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cameraZ -= 200;
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} else {
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cameraZ += 200;
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}
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}
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}
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this.animate = function() {
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render();
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};
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function render() {
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virtualCamera.position.x = -mouseX * 4;
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virtualCamera.position.y = -mouseY * 4;
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virtualCamera.position.z = cameraZ;
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virtualCamera.lookAt( scene.position );
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renderer.render( scene, camera );
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}
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}
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</script>
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</body>
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</html>
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@@ -3693,7 +3693,14 @@ THREE.WebGLRenderer = function ( parameters ) {
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_this.info.render.vertices = 0;
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_this.info.render.faces = 0;
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camera.matrixAutoUpdate && camera.update( undefined, true );
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// hack: find parent of camera.
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if (camera.matrixAutoUpdate) {
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var parent = camera;
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while ( parent.parent ) {
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parent = parent.parent;
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}
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parent.update( undefined, true );
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}
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scene.update( undefined, false, camera );
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