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@@ -74,6 +74,7 @@
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</div>
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<script src="../build/three.min.js"></script>
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+ <script src="../examples/js/controls/OrbitControls.js"></script>
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<script src="js/Detector.js"></script>
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@@ -87,7 +88,7 @@
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var canvas;
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- var scenes = [], camera, renderer;
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+ var scenes = [], renderer;
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init();
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animate();
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@@ -96,41 +97,58 @@
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canvas = document.getElementById( "c" );
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- camera = new THREE.PerspectiveCamera( 50, 1, 0.1, 100 );
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- camera.position.z = 2;
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-
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var geometries = [
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new THREE.BoxGeometry( 1, 1, 1 ),
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- new THREE.SphereGeometry( 0.5, 12, 12 ),
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+ new THREE.SphereGeometry( 0.5, 12, 8 ),
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new THREE.DodecahedronGeometry( 0.5 ),
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new THREE.CylinderGeometry( 0.5, 0.5, 1, 12 ),
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];
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- var template = document.getElementById("template").text;
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- var content = document.getElementById("content");
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+ var template = document.getElementById( "template" ).text;
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+ var content = document.getElementById( "content" );
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- for ( var i = 0; i < 100; i ++ ) {
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+ for ( var i = 0; i < 10; i ++ ) {
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var scene = new THREE.Scene();
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// make a list item
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var element = document.createElement( "div" );
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element.className = "list-item";
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- element.innerHTML = template.replace('$', i + 1 );
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+ element.innerHTML = template.replace( '$', i + 1 );
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// Look up the element that represents the area
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// we want to render the scene
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- scene.element = element.querySelector(".scene");
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+ scene.userData.element = element.querySelector( ".scene" );
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content.appendChild( element );
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+ var camera = new THREE.PerspectiveCamera( 50, 1, 1, 10 );
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+ camera.position.z = 2;
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+ scene.userData.camera = camera;
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+
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+ var controls = new THREE.OrbitControls( scene.userData.camera, scene.userData.element );
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+ controls.minDistance = 2;
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+ controls.maxDistance = 5;
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+ controls.enablePan = false;
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+ scene.userData.controls = controls;
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+
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// add one random mesh to each scene
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var geometry = geometries[ geometries.length * Math.random() | 0 ];
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- var material = new THREE.MeshLambertMaterial( { color: 0xffffff * Math.random() } );
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+
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+ var material = new THREE.MeshStandardMaterial( {
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+
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+ color: new THREE.Color().setHSL( Math.random(), 1, 0.75 ),
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+ roughness: 0.5,
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+ metalness: 0,
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+ shading: THREE.FlatShading
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+
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+ } );
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scene.add( new THREE.Mesh( geometry, material ) );
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- light = new THREE.HemisphereLight( 0xffbbbb, 0x444488 );
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- light.position.set( - 0.5, 0.8, 1 );
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+ scene.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444 ) );
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+
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+ var light = new THREE.DirectionalLight( 0xffffff, 0.5 );
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+ light.position.set( 1, 1, 1 );
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scene.add( light );
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scenes.push( scene );
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@@ -139,7 +157,7 @@
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renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
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- renderer.setClearColor( 0xFFFFFF );
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+ renderer.setClearColor( 0xffffff, 1 );
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}
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@@ -167,19 +185,17 @@
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updateSize();
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- renderer.setClearColor( 0xFFFFFF );
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- renderer.clear( true );
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- renderer.setClearColor( 0xE0E0E0 );
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+ renderer.setClearColor( 0xffffff );
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+ renderer.clear();
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+ renderer.setClearColor( 0xe0e0e0 );
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renderer.enableScissorTest( true );
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+
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scenes.forEach( function( scene ) {
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- // so something moves
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- scene.children[0].rotation.x = Date.now() * 0.00111;
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- scene.children[0].rotation.z = Date.now() * 0.001;
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// get the element that is a place holder for where we want to
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// draw the scene
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- var element = scene.element;
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+ var element = scene.userData.element;
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// get its position relative to the page's viewport
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var rect = element.getBoundingClientRect();
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@@ -187,7 +203,9 @@
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// check if it's offscreen. If so skip it
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if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
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rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
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- return; // it's off screen
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+
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+ return; // it's off screen
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+
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}
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// set the viewport
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@@ -196,13 +214,17 @@
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var left = rect.left;
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var bottom = renderer.domElement.clientHeight - rect.bottom;
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- camera.aspect = width / height;
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- camera.updateProjectionMatrix();
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+ var camera = scene.userData.camera;
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+
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+ //scene.userData.controls.update();
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+
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renderer.setViewport( left, bottom, width, height );
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renderer.setScissor( left, bottom, width, height );
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+
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renderer.render( scene, camera );
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} );
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+
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renderer.enableScissorTest( false );
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}
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