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@@ -131,188 +131,195 @@
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</div>
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</div>
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</div>
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</div>
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- <script src="../build/three.js"></script>
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+ <script type="module">
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+ import {
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+ BufferAttribute,
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+ Camera,
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+ CanvasTexture,
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+ Color,
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+ DirectionalLight,
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+ IcosahedronBufferGeometry,
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+ Math as _Math,
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+ Mesh,
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+ MeshBasicMaterial,
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+ MeshPhongMaterial,
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+ PerspectiveCamera,
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+ PlaneBufferGeometry,
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+ Scene,
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+ VertexColors,
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+ WebGLRenderer,
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+ } from "../build/three.module.js";
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- <script src="js/WebGL.js"></script>
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+ var views = [];
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- <script>
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+ var scene, renderer;
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- if ( WEBGL.isWebGLAvailable() === false ) {
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+ var mouseX = 0, mouseY = 0;
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- document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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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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- var views = [];
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+ init();
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+ animate();
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- var scene, renderer;
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+ //
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- var mouseX = 0, mouseY = 0;
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+ function View( canvas, rotateY ) {
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- var windowHalfX = window.innerWidth / 2;
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- var windowHalfY = window.innerHeight / 2;
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+ canvas.width = canvas.clientWidth * window.devicePixelRatio;
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+ canvas.height = canvas.clientHeight * window.devicePixelRatio;
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- init();
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- animate();
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+ var context = canvas.getContext( '2d' );
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- //
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+ var camera = new PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
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+ camera.rotation.y = rotateY;
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- function View( canvas, rotateY ) {
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+ // Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
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+ // You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
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- canvas.width = canvas.clientWidth * window.devicePixelRatio;
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- canvas.height = canvas.clientHeight * window.devicePixelRatio;
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+ var virtualCamera = new Camera();
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+ virtualCamera.add( camera );
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- var context = canvas.getContext( '2d' );
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+ this.render = function () {
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- var camera = new THREE.PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
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- camera.rotation.y = rotateY;
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+ virtualCamera.position.x = - mouseX * 4;
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+ virtualCamera.position.y = - mouseY * 4;
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+ virtualCamera.position.z = 1800;
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- // Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
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- // You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
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+ virtualCamera.lookAt( scene.position );
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+ virtualCamera.updateMatrixWorld( true );
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- var virtualCamera = new THREE.Camera();
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- virtualCamera.add( camera );
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+ renderer.render( scene, camera );
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- this.render = function () {
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+ context.drawImage( renderer.domElement, 0, 0 );
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- virtualCamera.position.x = - mouseX * 4;
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- virtualCamera.position.y = - mouseY * 4;
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- virtualCamera.position.z = 1800;
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+ };
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- virtualCamera.lookAt( scene.position );
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- virtualCamera.updateMatrixWorld( true );
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+ }
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- renderer.render( scene, camera );
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+ function init() {
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- context.drawImage( renderer.domElement, 0, 0 );
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+ var canvas1 = document.getElementById( 'canvas1' );
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+ var canvas2 = document.getElementById( 'canvas2' );
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+ var canvas3 = document.getElementById( 'canvas3' );
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+ var canvas4 = document.getElementById( 'canvas4' );
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+ var canvas5 = document.getElementById( 'canvas5' );
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- };
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+ var fudge = 0.45; // I don't know why this is needed :-(
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+ var rot = 30 * _Math.DEG2RAD;
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- }
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+ views.push( new View( canvas1, rot * - 2 * fudge ) );
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+ views.push( new View( canvas2, rot * - 1 * fudge ) );
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+ views.push( new View( canvas3, rot * 0 * fudge ) );
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+ views.push( new View( canvas4, rot * 1 * fudge ) );
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+ views.push( new View( canvas5, rot * 2 * fudge ) );
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- function init() {
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+ //
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- var canvas1 = document.getElementById( 'canvas1' );
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- var canvas2 = document.getElementById( 'canvas2' );
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- var canvas3 = document.getElementById( 'canvas3' );
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- var canvas4 = document.getElementById( 'canvas4' );
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- var canvas5 = document.getElementById( 'canvas5' );
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+ scene = new Scene();
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+ scene.background = new Color( 0xffffff );
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- var fudge = 0.45; // I don't know why this is needed :-(
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- var rot = 30 * THREE.Math.DEG2RAD;
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+ var light = new DirectionalLight( 0xffffff );
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+ light.position.set( 0, 0, 1 ).normalize();
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+ scene.add( light );
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- views.push( new View( canvas1, rot * - 2 * fudge ) );
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- views.push( new View( canvas2, rot * - 1 * fudge ) );
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- views.push( new View( canvas3, rot * 0 * fudge ) );
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- views.push( new View( canvas4, rot * 1 * fudge ) );
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- views.push( new View( canvas5, rot * 2 * fudge ) );
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+ var noof_balls = 51;
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- //
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+ // shadow
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- scene = new THREE.Scene();
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- scene.background = new THREE.Color( 0xffffff );
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+ var canvas = document.createElement( 'canvas' );
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+ canvas.width = 128;
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+ canvas.height = 128;
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- var light = new THREE.DirectionalLight( 0xffffff );
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- light.position.set( 0, 0, 1 ).normalize();
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- scene.add( light );
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+ var context = canvas.getContext( '2d' );
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+ var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
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+ gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
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+ gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
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- var noof_balls = 51;
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+ context.fillStyle = gradient;
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+ context.fillRect( 0, 0, canvas.width, canvas.height );
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- // shadow
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+ var shadowTexture = new CanvasTexture( canvas );
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- var canvas = document.createElement( 'canvas' );
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- canvas.width = 128;
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- canvas.height = 128;
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+ var shadowMaterial = new MeshBasicMaterial( { map: shadowTexture } );
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+ var shadowGeo = new PlaneBufferGeometry( 300, 300, 1, 1 );
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- var context = canvas.getContext( '2d' );
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- var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
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- gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
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- gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
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+ for ( var i = 0; i < noof_balls; i ++ ) { // create shadows
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- context.fillStyle = gradient;
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- context.fillRect( 0, 0, canvas.width, canvas.height );
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+ var shadowMesh = new Mesh( shadowGeo, shadowMaterial );
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+ shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
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+ shadowMesh.position.y = - 250;
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+ shadowMesh.rotation.x = - Math.PI / 2;
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+ scene.add( shadowMesh );
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- var shadowTexture = new THREE.CanvasTexture( canvas );
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+ }
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- var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
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- var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );
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+ var radius = 200;
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- for ( var i = 0; i < noof_balls; i ++ ) { // create shadows
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+ var geometry1 = new IcosahedronBufferGeometry( radius, 1 );
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- var shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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- shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
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- shadowMesh.position.y = - 250;
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- shadowMesh.rotation.x = - Math.PI / 2;
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- scene.add( shadowMesh );
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+ var count = geometry1.attributes.position.count;
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+ geometry1.addAttribute( 'color', new BufferAttribute( new Float32Array( count * 3 ), 3 ) );
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- }
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+ var color = new Color();
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+ var positions = geometry1.attributes.position;
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+ var colors = geometry1.attributes.color;
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- var radius = 200;
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+ for ( var i = 0; i < count; i ++ ) {
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- var geometry1 = new THREE.IcosahedronBufferGeometry( radius, 1 );
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+ color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
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- var count = geometry1.attributes.position.count;
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- geometry1.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
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+ colors.setXYZ( i, color.r, color.g, color.b );
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- var color = new THREE.Color();
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- var positions = geometry1.attributes.position;
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- var colors = geometry1.attributes.color;
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+ }
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- for ( var i = 0; i < count; i ++ ) {
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+ var material = new MeshPhongMaterial( {
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+ color: 0xffffff,
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+ flatShading: true,
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+ vertexColors: VertexColors,
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+ shininess: 0
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+ } );
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- color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
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+ var wireframeMaterial = new MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
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- colors.setXYZ( i, color.r, color.g, color.b );
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+ for ( var i = 0; i < noof_balls; i ++ ) { // create balls
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- }
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+ var mesh = new Mesh( geometry1, material );
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+ var wireframe = new Mesh( geometry1, wireframeMaterial );
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+ mesh.add( wireframe );
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- var material = new THREE.MeshPhongMaterial( {
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- color: 0xffffff,
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- flatShading: true,
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- vertexColors: THREE.VertexColors,
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- shininess: 0
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- } );
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+ mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
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+ mesh.rotation.x = i * 0.5;
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+ scene.add( mesh );
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- var wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
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+ }
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- for ( var i = 0; i < noof_balls; i ++ ) { // create balls
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+ renderer = new WebGLRenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( 200, 300 );
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- var mesh = new THREE.Mesh( geometry1, material );
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- var wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
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- mesh.add( wireframe );
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+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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- mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
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- mesh.rotation.x = i * 0.5;
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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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- renderer = new THREE.WebGLRenderer( { antialias: true } );
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( 200, 300 );
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+ mouseX = event.clientX - windowHalfX;
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+ mouseY = event.clientY - windowHalfY;
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- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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+ }
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- }
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+ function animate() {
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- function onDocumentMouseMove( event ) {
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+ for ( var i = 0; i < views.length; ++ i ) {
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- mouseX = event.clientX - windowHalfX;
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- mouseY = event.clientY - windowHalfY;
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+ views[ i ].render();
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}
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}
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- function animate() {
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-
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- for ( var i = 0; i < views.length; ++ i ) {
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-
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- views[ i ].render();
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+ requestAnimationFrame( animate );
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- }
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-
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- requestAnimationFrame( animate );
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-
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- }
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+ }
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</script>
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</script>
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</body>
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</body>
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