mirror of
https://github.com/wahyd4/three.js.git
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Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
304 lines
7.0 KiB
HTML
304 lines
7.0 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js webgl - geometry - terrain 2</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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color: #61443e;
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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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background-color: #bfd1e5;
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margin: 0px;
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overflow: hidden;
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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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a {
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color: #a06851;
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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"><br /><br /><br /><br /><br />Generating world...</div>
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<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl terrain demo<br />(left click: forward, right click: backward)</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/PRNG.js"></script>
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<script type="text/javascript" src="js/SimplexNoise.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" src="js/Stats.js"></script>
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<script type="text/javascript">
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if ( ! Detector.webgl ) {
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Detector.addGetWebGLMessage();
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document.getElementById( 'container' ).innerHTML = "";
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}
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var container, stats;
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var camera, scene, renderer;
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var mesh, texture;
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var worldWidth = 256, worldDepth = 256,
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worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.QuakeCamera( { fov: 60, aspect: window.innerWidth / window.innerHeight, near: 1, far: 20000,
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movementSpeed: 10, lookSpeed: 0.004, noFly: false, lookVertical: true } );
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camera.target.position.z = - 100;
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scene = new THREE.Scene();
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data = generateHeight( worldWidth, worldDepth );
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camera.position.y = ( data[ worldHalfWidth + ( worldHalfDepth * worldWidth ) ] * 10 ) + 200;
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camera.target.position.y = camera.position.y;
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var geometry = new Plane( 10000, 10000, worldWidth - 1, worldDepth - 1 );
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for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
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geometry.vertices[ i ].position.z = data[ i ] * 10;
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}
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texture = new THREE.Texture( generateTexture( data, worldWidth, worldDepth ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping );
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texture.needsUpdate = true;
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mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: texture } ) );
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mesh.rotation.x = - 90 * Math.PI / 180;
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scene.addObject( mesh );
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.innerHTML = "";
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container.appendChild( renderer.domElement );
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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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container.appendChild( stats.domElement );
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}
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/*
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function generateHeight( width, height ) {
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var size = width * height, data = new Float32Array( size ),
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perlin = new ImprovedNoise(), quality = 1, z = Math.random() * 100;
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for ( var i = 0; i < size; i ++ ) {
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data[ i ] = 0
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}
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for ( var j = 0; j < 4; j ++ ) {
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for ( var i = 0; i < size; i ++ ) {
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var x = i % width, y = ~~ ( i / width );
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data[ i ] += Math.abs( perlin.noise( x / quality, y / quality, z ) * quality * 1.75 );
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}
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quality *= 5;
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}
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return data;
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}
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*/
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function generateHeight( width, height ) {
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var x, y, h, quality = 100, size = width * height, octaves = 10, offsetX = 100, offsetY = 100, data = [],
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prng = new PRNG(), simplex1 = new SimplexNoise( prng ), simplex2 = new SimplexNoise( prng ), simplex3 = new SimplexNoise( prng );
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simplex1.setSeed( Math.random() * 100 );
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simplex2.setSeed( Math.random() * 100 );
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simplex3.setSeed( Math.random() * 100 );
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// Base Terrain
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for ( var i = 0; i < size; i ++ ) {
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x = ( ( i % width ) + offsetX ) / quality;
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y = ( ~~ ( i / width ) + offsetY ) / quality;
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h = 32 - ( Math.abs( simplex1.noise( x, y, 0 ) + simplex2.noise( x, y, 0 ) ) - simplex3.noise( x, y, 0 ) ) * 64;
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data[ i ] = h;
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}
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// Blur
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for ( var i = 0; i < size; i ++ ) {
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x = i % width;
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if ( x == 0 ) continue;
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if ( x = width - 1 ); continue;
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data[ i ] += ( data[ i - 1 ] + data[ i + 1 ] ) * 0.5;
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data[ i ] *= 0.5;
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}
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for ( var i = width; i < size - width; i ++ ) {
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data[ i ] += ( data[ i - width ] + data[ i + width ] ) * 0.5;
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data[ i ] *= 0.5;
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}
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for ( var j = 4; j < 100; j *= 2 ) {
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for ( var i = 0; i < size; i ++ ) {
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x = ( ( i % width ) + offsetX ) / j,
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y = ( ~~ ( i / width ) + offsetY ) / j;
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data[ i ] -= Math.abs( simplex1.noise( x, y, 0 ) * simplex2.noise( x, y, 0 ) * simplex3.noise( x, y, 0 ) ) * j;
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}
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}
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return data;
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}
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function generateTexture( data, width, height ) {
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var canvas, canvasScaled, context, image, imageData,
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level, diff, texel, vector3, sun, shade;
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vector3 = new THREE.Vector3( 0, 0, 0 );
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sun = new THREE.Vector3( 1, 1, 1 );
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sun.normalize();
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canvas = document.createElement( 'canvas' );
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canvas.width = width;
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canvas.height = height;
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context = canvas.getContext( '2d' );
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context.fillStyle = '#000';
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context.fillRect( 0, 0, width, height );
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image = context.getImageData( 0, 0, canvas.width, canvas.height );
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imageData = image.data;
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for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
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texel = data[ j ];
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/*
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imageData[ i ] = texel;
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imageData[ i + 1 ] = texel;
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imageData[ i + 2 ] = texel;
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continue;
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*/
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shade = 0;
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for ( var k = 1; k < 16; k ++ ) {
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vector3.x = data[ j - k ] - data[ j + k ];
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vector3.y = 1;
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vector3.z = data[ j - width * k ] - data[ j + width * k ];
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vector3.normalize();
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shade += vector3.dot( sun ) * ( 16 - k );
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}
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imageData[ i ] = ( 128 + shade ) + texel;
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imageData[ i + 1 ] = ( 64 + shade ) + texel;
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imageData[ i + 2 ] = ( 32 + shade ) + texel;
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}
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context.putImageData( image, 0, 0 );
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// Scaled 4x
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canvasScaled = document.createElement( 'canvas' );
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canvasScaled.width = width * 4;
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canvasScaled.height = height * 4;
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context = canvasScaled.getContext( '2d' );
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context.scale( 4, 4 );
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context.drawImage( canvas, 0, 0 );
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image = context.getImageData( 0, 0, canvasScaled.width, canvasScaled.height );
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imageData = image.data;
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for ( var i = 0, l = imageData.length; i < l; i += 4 ) {
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var v = ~~ ( Math.random() * 5 );
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imageData[ i ] += v;
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imageData[ i + 1 ] += v;
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imageData[ i + 2 ] += v;
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}
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context.putImageData( image, 0, 0 );
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return canvasScaled;
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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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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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