mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays). Some casualties: - multi-materials example, this functionality isn't possible anymore - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials) - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case) - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before) Other renderers and their corresponding examples were not touched yet. WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
314 lines
8.2 KiB
HTML
314 lines
8.2 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<title>three.js webgl - io - OBJ converter</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#fff;
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padding:0;
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margin:0;
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overflow:hidden;
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font-family:georgia;
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text-align:center;
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}
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h1 { }
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a { color:skyblue }
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canvas { pointer-events:none; z-index:10; }
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#d { text-align:center; margin:1em 0 -9.2em 0; z-index:0; position:relative; display:block }
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.button { background:#000; color:#fff; padding:0.2em 0.5em; cursor:pointer }
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.inactive { background:#999; color:#eee }
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</style>
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</head>
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<body>
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<div id="d">
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<h1>OBJ to Three.js converter test</h1>
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<span id="rcanvas" class="button inactive">2d canvas renderer</span>
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<span id="rwebgl" class="button">WebGL renderer</span>
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<br/>
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<p>Models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1">Reallusion</a>
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<a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255">iClone</a>.
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</div>
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<script src="../build/Three.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/RequestAnimationFrame.js"></script>
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<script src="js/Stats.js"></script>
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<script>
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight;
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var FLOOR = -250;
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var container,stats;
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var camera, scene;
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var canvasRenderer, webglRenderer;
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var mesh, zmesh, geometry;
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var mouseX = 0, mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var render_canvas = 0, render_gl = 1;
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var has_gl = 0;
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var bcanvas = document.getElementById( "rcanvas" );
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var bwebgl = document.getElementById( "rwebgl" );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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init();
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animate();
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render_canvas = !has_gl;
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bwebgl.style.display = has_gl ? "inline" : "none";
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bcanvas.className = render_canvas ? "button" : "button inactive";
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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// GROUND
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var x = document.createElement( "canvas" );
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var xc = x.getContext("2d");
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x.width = x.height = 128;
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xc.fillStyle = "#fff";
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xc.fillRect(0, 0, 128, 128);
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xc.fillStyle = "#000";
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xc.fillRect(0, 0, 64, 64);
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xc.fillStyle = "#999";
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xc.fillRect(32, 32, 32, 32);
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xc.fillStyle = "#000";
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xc.fillRect(64, 64, 64, 64);
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xc.fillStyle = "#555";
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xc.fillRect(96, 96, 32, 32);
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var xm = new THREE.MeshBasicMaterial( { map: new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping ) } );
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xm.map.needsUpdate = true;
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xm.map.repeat.set( 10, 10 );
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geometry = new THREE.PlaneGeometry( 100, 100, 15, 10 );
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mesh = new THREE.Mesh( geometry, xm );
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mesh.position.set( 0, FLOOR, 0 );
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mesh.rotation.x = Math.PI/2;
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mesh.scale.set( 10, 10, 10 );
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mesh.doubleSided = true;
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scene.add( mesh );
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// SPHERES
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var material_spheres = new THREE.MeshLambertMaterial( { color: 0xdddddd } ),
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sphere = new THREE.SphereGeometry( 100, 16, 8 );
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for ( var i = 0; i < 10; i ++ ) {
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mesh = new THREE.Mesh( sphere, material_spheres );
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mesh.position.x = 500 * ( Math.random() - 0.5 );
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mesh.position.y = 300 * ( Math.random() - 0 ) + FLOOR;
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mesh.position.z = 100 * ( Math.random() - 1 );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * ( Math.random() + 0.5 );
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mesh.overdraw = true;
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scene.add( mesh );
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}
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// LIGHTS
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var ambient = new THREE.AmbientLight( 0x221100 );
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scene.add( ambient );
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var directionalLight = new THREE.DirectionalLight( 0xffeedd );
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directionalLight.position.set( 0, -70, 100 ).normalize();
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scene.add( directionalLight );
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// RENDERER
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if ( render_gl ) {
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try {
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webglRenderer = new THREE.WebGLRenderer();
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webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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webglRenderer.domElement.style.position = "relative";
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container.appendChild( webglRenderer.domElement );
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has_gl = 1;
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}
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catch (e) {
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}
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}
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if( render_canvas ) {
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canvasRenderer = new THREE.CanvasRenderer();
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canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( canvasRenderer.domElement );
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}
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// STATS
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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//
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bcanvas.addEventListener("click", toggleCanvas, false);
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bwebgl.addEventListener("click", toggleWebGL, false);
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//var loader = new THREE.BinaryLoader(),
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var loader = new THREE.JSONLoader(),
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callbackMale = function( geometry ) { createScene( geometry, 90, FLOOR, 50, 105 ) },
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callbackFemale = function( geometry ) { createScene( geometry, -80, FLOOR, 50, 0 ) };
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loader.load( "obj/male02/Male02_slim.js", callbackMale );
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loader.load( "obj/female02/Female02_slim.js", callbackFemale );
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//loader.load( "obj/male02/Male02_bin.js", callbackMale );
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//loader.load( "obj/female02/Female02_bin.js", callbackFemale );
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}
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function createScene( geometry, x, y, z, b ) {
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zmesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() );
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zmesh.position.set( x, y, z );
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zmesh.scale.set( 3, 3, 3 );
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zmesh.overdraw = true;
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scene.add( zmesh );
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createMaterialsPalette( geometry.materials, 100, b );
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}
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function createMaterialsPalette( materials, size, bottom ) {
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for ( var i = 0; i < materials.length; i ++ ) {
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// material
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mesh = new THREE.Mesh( new THREE.PlaneGeometry( size, size ), materials[i] );
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mesh.position.x = i * (size + 5) - ( ( materials.length - 1 )* ( size + 5 )/2);
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mesh.position.y = FLOOR + size/2 + bottom;
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mesh.position.z = -100;
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mesh.doubleSided = true;
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scene.add( mesh );
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// number
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var x = document.createElement( "canvas" );
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var xc = x.getContext( "2d" );
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x.width = x.height = 128;
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xc.shadowColor = "#000";
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xc.shadowBlur = 7;
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xc.fillStyle = "orange";
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xc.font = "50pt arial bold";
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xc.fillText( i, 10, 64 );
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var xm = new THREE.MeshBasicMaterial( { map: new THREE.Texture( x ), transparent: true } );
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xm.map.needsUpdate = true;
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mesh = new THREE.Mesh( new THREE.PlaneGeometry( size, size ), xm );
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mesh.position.x = i * ( size + 5 ) - ( ( materials.length - 1 )* ( size + 5 )/2);
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mesh.position.y = FLOOR + size/2 + bottom;
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mesh.position.z = -99;
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mesh.doubleSided = true;
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scene.add( mesh );
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}
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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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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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camera.position.x += ( mouseX - camera.position.x ) * .05;
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camera.position.y += ( - mouseY - camera.position.y ) * .05;
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camera.lookAt( scene.position );
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if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
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if ( render_canvas ) canvasRenderer.render( scene, camera );
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}
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function toggleCanvas() {
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render_canvas = !render_canvas;
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bcanvas.className = render_canvas ? "button" : "button inactive";
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render_gl = !render_canvas;
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bwebgl.className = render_gl ? "button" : "button inactive";
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if( has_gl )
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webglRenderer.domElement.style.display = render_gl ? "block" : "none";
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canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
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}
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function toggleWebGL() {
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render_gl = !render_gl;
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bwebgl.className = render_gl ? "button" : "button inactive";
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render_canvas = !render_gl;
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bcanvas.className = render_canvas ? "button" : "button inactive";
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if( has_gl )
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webglRenderer.domElement.style.display = render_gl ? "block" : "none";
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canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
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}
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</script>
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</body>
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</html>
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