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@@ -21,8 +21,8 @@
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BufferAttribute,
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BufferGeometry,
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Color,
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+ CylinderBufferGeometry,
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DirectionalLight,
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- DoubleSide,
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GridHelper,
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HemisphereLight,
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IcosahedronBufferGeometry,
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@@ -32,14 +32,11 @@
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PerspectiveCamera,
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PlaneBufferGeometry,
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Scene,
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- TextureLoader,
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VertexColors,
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Vector3,
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WebGLRenderer
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} from "../build/three.module.js";
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- import { OBJLoader } from './jsm/loaders/OBJLoader.js';
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-
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var container;
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var camera, scene, renderer;
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var controller1, controller2;
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@@ -77,18 +74,7 @@
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var table = new Mesh( geometry, material );
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table.position.y = 0.35;
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table.position.z = 0.85;
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- table.castShadow = true;
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- table.receiveShadow = true;
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- scene.add( table );
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-
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- /*
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- var table = new Mesh( geometry, material );
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- table.position.y = 0.35;
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- table.position.z = -0.85;
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- table.castShadow = true;
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- table.receiveShadow = true;
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scene.add( table );
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- */
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var geometry = new PlaneBufferGeometry( 4, 4 );
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var material = new MeshStandardMaterial( {
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@@ -98,26 +84,18 @@
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} );
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var floor = new Mesh( geometry, material );
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floor.rotation.x = - Math.PI / 2;
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- floor.receiveShadow = true;
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scene.add( floor );
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- scene.add( new GridHelper( 20, 40, 0x111111, 0x111111 ) );
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+ var grid = new GridHelper( 10, 20, 0x111111, 0x111111 );
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+ grid.material.depthTest = false; // avoid z-fighting
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+ scene.add( grid );
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scene.add( new HemisphereLight( 0x888877, 0x777788 ) );
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- var light = new DirectionalLight( 0xffffff );
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- light.position.set( 0, 6, 0 );
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- light.castShadow = true;
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- light.shadow.camera.top = 2;
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- light.shadow.camera.bottom = - 2;
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- light.shadow.camera.right = 2;
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- light.shadow.camera.left = - 2;
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- light.shadow.mapSize.set( 4096, 4096 );
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+ var light = new DirectionalLight( 0xffffff, 0.5 );
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+ light.position.set( 0, 4, 0 );
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scene.add( light );
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- // scene.add( new DirectionalLightHelper( light ) );
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- // scene.add( new CameraHelper( light.shadow.camera ) );
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-
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//
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renderer = new WebGLRenderer( { antialias: true } );
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@@ -125,7 +103,6 @@
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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- renderer.shadowMap.enabled = true;
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renderer.vr.enabled = true;
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container.appendChild( renderer.domElement );
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@@ -159,34 +136,20 @@
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controller2.userData.matrices = [ new Matrix4(), new Matrix4() ];
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scene.add( controller2 );
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- var loader = new OBJLoader();
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- loader.setPath( 'models/obj/vive-controller/' );
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- loader.load( 'vr_controller_vive_1_5.obj', function ( object ) {
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-
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- var loader = new TextureLoader();
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- loader.setPath( 'models/obj/vive-controller/' );
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-
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- var controller = object.children[ 0 ];
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- controller.material.map = loader.load( 'onepointfive_texture.png' );
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- controller.material.specularMap = loader.load( 'onepointfive_spec.png' );
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- controller.castShadow = true;
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- controller.receiveShadow = true;
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-
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- // var pivot = new Group();
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- // var pivot = new Mesh( new BoxBufferGeometry( 0.01, 0.01, 0.01 ) );
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- var pivot = new Mesh( new IcosahedronBufferGeometry( 0.01, 2 ) );
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- pivot.name = 'pivot';
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- pivot.position.y = - 0.016;
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- pivot.position.z = - 0.043;
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- pivot.rotation.x = Math.PI / 5.5;
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- controller.add( pivot );
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+ //
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- controller1.add( controller.clone() );
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+ var geometry = new CylinderBufferGeometry( 0.01, 0.02, 0.08, 5 );
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+ geometry.rotateX( - Math.PI / 2 );
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+ var material = new MeshStandardMaterial( { flatShading: true } );
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+ var mesh = new Mesh( geometry, material );
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- pivot.material = pivot.material.clone();
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- controller2.add( controller.clone() );
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+ var pivot = new Mesh( new IcosahedronBufferGeometry( 0.01, 2 ) );
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+ pivot.name = 'pivot';
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+ pivot.position.z = - 0.05;
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+ mesh.add( pivot );
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- } );
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+ controller1.add( mesh.clone() );
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+ controller2.add( mesh.clone() );
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//
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@@ -212,32 +175,14 @@
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geometry.drawRange.count = 0;
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- //
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-
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- /*
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- var path = "textures/cube/SwedishRoyalCastle/";
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- var format = '.jpg';
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- var urls = [
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- path + 'px' + format, path + 'nx' + format,
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- path + 'py' + format, path + 'ny' + format,
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- path + 'pz' + format, path + 'nz' + format
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- ];
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-
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- var reflectionCube = new CubeTextureLoader().load( urls );
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- */
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-
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var material = new MeshStandardMaterial( {
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roughness: 0.9,
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metalness: 0.0,
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- // envMap: reflectionCube,
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- vertexColors: VertexColors,
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- side: DoubleSide
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+ vertexColors: VertexColors
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} );
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line = new Mesh( geometry, material );
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line.frustumCulled = false;
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- line.castShadow = true;
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- line.receiveShadow = true;
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scene.add( line );
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// Shapes
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