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@@ -26,7 +26,7 @@
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var camera, scene, renderer;
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var camera, scene, renderer;
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- var cube, plane, target = new THREE.Vector3();
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+ var cube, plane, objects = [];
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var targetRotation = 0;
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var targetRotation = 0;
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var targetRotationOnMouseDown = 0;
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var targetRotationOnMouseDown = 0;
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@@ -37,19 +37,15 @@
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var windowHalfX = window.innerWidth / 2;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var windowHalfY = window.innerHeight / 2;
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- var moveForward = false,
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- moveBackwards = false,
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- moveUp = false,
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- moveDown = false,
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- moveLeft = false,
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- moveRight = false,
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+ var moveForward = false;
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+ var moveBackwards = false;
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+ var moveLeft = false;
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+ var moveRight = false;
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+ var moveUp = false;
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+ var moveDown = false;
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- yawLeft = false,
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- yawRight = false,
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- pitchUp = false,
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- pitchDown = false,
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- rollLeft = false,
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- rollRight = false;
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+ var targetMoveLeft = false;
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+ var targetMoveRight = false;
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var debugContext;
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var debugContext;
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@@ -65,6 +61,7 @@
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camera.position.x = 1000;
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camera.position.x = 1000;
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camera.position.y = 1000;
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camera.position.y = 1000;
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camera.position.z = 1000;
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camera.position.z = 1000;
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+ camera.target = new THREE.Vector3( 0, 150, 0 );
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scene = new THREE.Scene();
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scene = new THREE.Scene();
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@@ -86,7 +83,7 @@
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geometry = new THREE.CubeGeometry( 100, 100, 100 );
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geometry = new THREE.CubeGeometry( 100, 100, 100 );
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material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
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material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
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- for (var i = 0; i < 20; i ++ ) {
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+ for ( var i = 0; i < 20; i ++ ) {
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cube = new THREE.Mesh( geometry, material );
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cube = new THREE.Mesh( geometry, material );
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cube.overdraw = true;
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cube.overdraw = true;
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@@ -98,7 +95,9 @@
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cube.rotation.y = Math.random() * 200 - 100;
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cube.rotation.y = Math.random() * 200 - 100;
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cube.rotation.z = Math.random() * 200 - 100;
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cube.rotation.z = Math.random() * 200 - 100;
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- scene.add(cube);
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+ scene.add( cube );
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+
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+ objects.push( cube );
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}
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}
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@@ -146,18 +145,16 @@
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function onDocumentKeyDown( event ) {
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function onDocumentKeyDown( event ) {
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- switch( event.keyCode ) {
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+ switch ( event.keyCode ) {
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case 38: moveForward = true; break; // up
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case 38: moveForward = true; break; // up
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case 40: moveBackwards = true; break; // down
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case 40: moveBackwards = true; break; // down
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case 37: moveLeft = true; break; // left
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case 37: moveLeft = true; break; // left
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case 39: moveRight = true; break; // right
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case 39: moveRight = true; break; // right
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- case 65: yawLeft = true; break; // a
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- case 68: yawRight = true; break; // d
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- case 87: moveUp/*pitchUp*/ = true; break; // w
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- case 83: moveDown/*pitchDown*/ = true; break; // s
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- case 90: rollLeft = true; break; // z
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- case 67: rollRight = true; break; // c
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+ case 87: moveUp = true; break; // w
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+ case 83: moveDown = true; break; // s
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+ case 65: targetMoveLeft = true; break; // a
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+ case 68: targetMoveRight = true; break; // d
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}
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}
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@@ -165,18 +162,16 @@
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function onDocumentKeyUp( event ) {
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function onDocumentKeyUp( event ) {
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- switch( event.keyCode ) {
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+ switch ( event.keyCode ) {
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case 38: moveForward = false; break; // up
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case 38: moveForward = false; break; // up
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case 40: moveBackwards = false; break; // down
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case 40: moveBackwards = false; break; // down
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case 37: moveLeft = false; break; // left
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case 37: moveLeft = false; break; // left
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case 39: moveRight = false; break; // right
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case 39: moveRight = false; break; // right
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- case 65: yawLeft = false; break; // a
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- case 68: yawRight = false; break; // d
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- case 87: moveUp/*pitchUp*/ = false; break; // w
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- case 83: moveDown/*pitchDown*/ = false; break; // s
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- case 90: rollLeft = false; break; // z
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- case 67: rollRight = false; break; // c
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+ case 87: moveUp = false; break; // w
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+ case 83: moveDown = false; break; // s
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+ case 65: targetMoveLeft = false; break; // a
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+ case 68: targetMoveRight = false; break; // d
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}
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}
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@@ -195,25 +190,19 @@
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function render() {
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function render() {
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- if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
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- if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );
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-
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- if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
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- if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );
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-
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- if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
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- if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );
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+ if ( moveForward ) camera.position.z -= 10;
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+ if ( moveBackwards ) camera.position.z += 10;
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- if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
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- if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
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+ if ( moveLeft ) camera.position.x -= 10;
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+ if ( moveRight ) camera.position.x += 10;
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- if ( yawLeft ) target.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
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- if ( yawRight ) target.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
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+ if ( moveUp ) camera.position.y += 10;
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+ if ( moveDown ) camera.position.y -= 10;
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- if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
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- if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
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+ if ( targetMoveLeft ) camera.target.x -= 10;
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+ if ( targetMoveRight ) camera.target.x += 10;
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- camera.lookAt( target );
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+ camera.lookAt( camera.target );
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debugContext.clearRect( - 256, - 256, 512, 512 );
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debugContext.clearRect( - 256, - 256, 512, 512 );
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@@ -228,14 +217,14 @@
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// camera
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// camera
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debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
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debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
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- debugContext.lineTo( target.x * 0.1, target.z * 0.1 );
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+ debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
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debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
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debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
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- debugContext.rect( target.x * 0.1 - 5, target.z * 0.1 - 5, 10, 10 );
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+ debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
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debugContext.rect( - 50, - 50, 100, 100 );
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debugContext.rect( - 50, - 50, 100, 100 );
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- for ( var i = 1; i < scene.objects.length; i++ ) {
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+ for ( var i = 0; i < objects.length; i++ ) {
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- var object = scene.objects[i];
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+ var object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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object.rotation.y += 0.005;
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