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+<!DOCTYPE HTML>
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+<html lang="en">
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+ <head>
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+ <title>three.js - geometry - webgl terrain</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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+
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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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+
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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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+
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+ a {
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+
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+ color: #a06851;
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+ }
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+
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+ </style>
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+ </head>
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+ <body>
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+
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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 />(right click: forward, left click: backward)</div>
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+
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+ <script type="text/javascript" src="js/Stats.js"></script>
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+ <script type="text/javascript" src="js/ImprovedNoise.js"></script>
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+
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+ <script type="text/javascript" src="../build/Three.js"></script>
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+ <script type="text/javascript" src="../src/extras/GeometryUtils.js"></script>
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+ <script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
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+
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+ <script type="text/javascript">
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+
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+ var container, stats;
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+
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+ var camera, scene, renderer;
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+
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+ var mesh, texture;
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+
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+ var worldWidth = 256, worldDepth = 256,
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+ worldHalfWidth = worldWidth / 2, worldHalfDepth = worldDepth / 2;
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+
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+ var mouseX = 0, mouseY = 0,
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+ lat = 0, lon = 0, phy = 0, theta = 0;
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+
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+ var direction = new THREE.Vector3(),
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+ moveForward = false, moveBackwards = false;
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+
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+ var windowHalfX = window.innerWidth / 2;
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+ var windowHalfY = window.innerHeight / 2;
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+
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+
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+ init();
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+ setInterval( loop, 1000 / 60 );
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+
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+
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+ function init() {
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+
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+ container = document.getElementById( 'container' );
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+
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+ camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
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+ camera.target.position.z = - 100;
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+
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+ scene = new THREE.Scene();
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+
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+ data = generateHeight( worldWidth, worldDepth );
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+
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+ camera.position.y = data[ worldHalfWidth + worldHalfDepth * worldWidth ] + 500;
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+ camera.target.position.y = camera.position.y;
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+
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+ var geometry = new Plane( 7500, 7500, worldWidth - 1, worldDepth - 1 );
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+
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+ for ( var i = 0, l = geometry.vertices.length; i < l; i ++ ) {
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+
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+ geometry.vertices[ i ].position.z = data[ i ] * 10;
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+
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+ }
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+
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+ geometry.computeNormals();
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+ geometry.computeVertexNormals();
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+ geometry.sortFacesByMaterial();
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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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+
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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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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ container.innerHTML = "";
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+
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+ container.appendChild( renderer.domElement );
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+
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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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+ document.addEventListener( 'mousedown', onDocumentMouseDown, false );
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+ document.addEventListener( 'mouseup', onDocumentMouseUp, false );
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+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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+ document.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
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+
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+ }
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+
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+ function generateHeight( width, height ) {
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+
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+ var data = Float32Array ? new Float32Array() : [], perlin = new ImprovedNoise(),
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+ size = width * height, quality = 1, z = Math.random() * 100;
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+
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+ for ( var i = 0; i < size; i ++ ) {
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+
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+ data[ i ] = 0
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+
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+ }
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+
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+ for ( var j = 0; j < 4; j ++ ) {
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+
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+ for ( var i = 0; i < size; i ++ ) {
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+
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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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+
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+ }
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+
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+ quality *= 5;
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+
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+ }
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+
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+ return data;
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+
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+ }
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+
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+ function generateTexture( data, width, height ) {
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+
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+ var canvas, context, image, imageData,
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+ level, diff, vector3, sun, shade;
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+
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+ vector3 = new THREE.Vector3( 0, 0, 0 );
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+
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+ sun = new THREE.Vector3( 1, 1, 1 );
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+ sun.normalize();
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+
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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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+ canvas.loaded = true;
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+
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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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+
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+ image = context.getImageData( 0, 0, width, height );
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+ imageData = image.data;
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+
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+ for ( var i = 0, j = 0, l = imageData.length; i < l; i += 4, j ++ ) {
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+
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+ vector3.x = data[ j - 1 ] - data[ j + 1 ];
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+ vector3.y = 2;
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+ vector3.z = data[ j - width ] - data[ j + width ];
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+ vector3.normalize();
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+
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+ shade = vector3.dot( sun );
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+
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+ imageData[ i ] = ( 96 + shade * 128 ) * ( 0.5 + data[ j ] * 0.007 );
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+ imageData[ i + 1 ] = ( 32 + shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
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+ imageData[ i + 2 ] = ( shade * 96 ) * ( 0.5 + data[ j ] * 0.007 );
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+ }
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+
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+ context.putImageData( image, 0, 0 );
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+
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+ return canvas;
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+
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+ }
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+
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+ function onDocumentMouseDown( event ) {
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+
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+ event.preventDefault();
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+ event.stopPropagation();
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+
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+ switch ( event.button ) {
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+
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+ case 0: moveForward = true; break;
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+ case 2: moveBackwards = true; break;
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+
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+ }
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+
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+ }
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+
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+ function onDocumentMouseUp( event ) {
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+
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+ event.preventDefault();
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+ event.stopPropagation();
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+
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+ switch ( event.button ) {
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+
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+ case 0: moveForward = false; break;
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+ case 2: moveBackwards = false; break;
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+
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+ }
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+
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+ }
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+
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+ function onDocumentMouseMove(event) {
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+
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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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+
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+ function loop() {
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+
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+ if ( moveForward ) {
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+
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+ direction.copy( camera.target.position ).subSelf( camera.position ).normalize().multiplyScalar( 15 );
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+ camera.position.addSelf( direction );
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+ camera.target.position.addSelf( direction );
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+
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+ }
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+
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+ if ( moveBackwards ) {
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+
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+ direction.copy( camera.target.position ).subSelf( camera.position ).normalize().multiplyScalar( - 15 );
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+ camera.position.addSelf( direction );
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+ camera.target.position.addSelf( direction );
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+
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+ }
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+
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+ lon += mouseX * 0.004;
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+ lat -= mouseY * 0.004;
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+
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+ lat = Math.max( - 85, Math.min( 85, lat ) );
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+ phi = ( 90 - lat ) * Math.PI / 180;
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+ theta = lon * Math.PI / 180;
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+
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+ camera.target.position.x = 100 * Math.sin( phi ) * Math.cos( theta ) + camera.position.x;
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+ camera.target.position.y = 100 * Math.cos( phi ) + camera.position.y;
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+ camera.target.position.z = 100 * Math.sin( phi ) * Math.sin( theta ) + camera.position.z;
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+
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+ renderer.render(scene, camera);
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+ stats.update();
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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