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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 performance - animation</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ font-family: Monospace;
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+ background-color: #000;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+ #info {
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+ position: absolute;
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+ top: 10px;
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+ width: 100%;
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+ text-align: center;
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+ z-index: 100;
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+ display:block;
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+ }
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+ #info p {
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+ max-width: 600px;
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+ margin-left: auto;
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+ margin-right: auto;
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+ padding: 0 2em;
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+ }
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+ #info a {
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+ color: #2fa1d6;
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+ font-weight: bold;
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+ }
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+ .dg.ac {
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+ z-index: 999 !important;
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+ }
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+ </style>
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+ </head>
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+
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+ <body>
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+
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+ <div id="container"></div>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple views using multiview extension - by <a href="https://twitter.com/fernandojsg">fernandojsg</a><br/>
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+ <span id="options"></span>
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+ </div>
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+
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+ <script src="../build/three.js"></script>
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+ <script src="js/loaders/GLTFLoader.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+ <script>
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+
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+ var container, clock, stats;
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+ var camera, scene, renderer, panel, balls;
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+ var radius = 0.08;
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+
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+ var mixers = [];
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+ var cameras = [];
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+
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+ init();
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+
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+ function addNumLink( value ) {
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+
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+ return `<a href="?num=${ value }">${ value }</a>`;
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+
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+ }
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+
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+ function init() {
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+
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+ const urlParams = new URLSearchParams(window.location.search);
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+
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+ container = document.getElementById('container');
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+
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+ var options = document.getElementById('options');
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+ options.innerHTML =`Number of balls:
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+ ${addNumLink(200)}
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+ ${addNumLink(500)}
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+ ${addNumLink(1000)}
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+ ${addNumLink(2500)}
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+ ${addNumLink(5000)}`;
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+
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+
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+ var ASPECT_RATIO = window.innerWidth / window.innerHeight;
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+ var AMOUNT = 2;
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+ var SIZE = 1 / AMOUNT;
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+ var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio;
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+ var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio;
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+
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+ for ( var y = 0; y < AMOUNT; y ++ ) {
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+
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+ for ( var x = 0; x < AMOUNT; x ++ ) {
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+
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+ var subcamera = new THREE.PerspectiveCamera( 40 + (x + y) * 20, ASPECT_RATIO, 0.25, 100 );
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+ subcamera.bounds = new THREE.Vector4( x / AMOUNT, y / AMOUNT, SIZE, SIZE );
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+
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+ subcamera.position.x = ( x / AMOUNT ) * 5 - 0.5;
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+ subcamera.position.y = ( y / AMOUNT ) * 5 + 1;
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+ subcamera.position.z = 6;
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+ subcamera.position.multiplyScalar( 1.5 );
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+
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+ subcamera.lookAt( 0, 2, 0 );
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+ subcamera.updateMatrixWorld();
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+ cameras.push( subcamera );
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+
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+ }
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+
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+ }
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+
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+ camera = new THREE.ArrayCamera( cameras );
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+
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+ // Needed to do the frustum culling
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+ camera.fov = 180;
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+ camera.position.set(0, 0, 6);
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+ camera.aspect = ASPECT_RATIO;
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+ camera.updateProjectionMatrix();
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+
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+ //
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0xe0e0e0 );
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+ scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 );
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+
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+ clock = new THREE.Clock();
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+
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+ // lights
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+
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+ var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
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+ light.position.set( 0, 20, 0 );
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+ scene.add( light );
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+
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+ light = new THREE.DirectionalLight( 0xffffff );
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+ light.position.set( 0, 20, 10 );
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+ scene.add( light );
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+
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+ // ground
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+
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+ var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
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+ mesh.rotation.x = - Math.PI / 2;
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+ scene.add( mesh );
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+
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+ var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 );
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+ grid.material.opacity = 0.2;
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+ grid.material.transparent = true;
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+ scene.add( grid );
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+
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+ // balls
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+ balls = new THREE.Group();
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+ scene.add( balls );
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+
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+ var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 );
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+
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+ var numObjects = urlParams.get('num') || 1000;
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+
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+ for ( var i = 0; i < numObjects; i ++ ) {
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+
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+ var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
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+
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+ object.position.x = Math.random() * 20 - 10;
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+ object.position.y = Math.random() * 10 + 5;
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+ object.position.z = Math.random() * 20 - 10;
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+
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+ object.userData.velocity = new THREE.Vector3();
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+ object.userData.velocity.x = Math.random() * 0.01 - 0.005;
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+ object.userData.velocity.y = Math.random() * 0.01 - 0.005;
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+ object.userData.velocity.z = Math.random() * 0.01 - 0.005;
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+
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+ balls.add( object );
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+
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+ }
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+
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+
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+ // model
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+
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+ var loader = new THREE.GLTFLoader();
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+
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+ loader.load( 'models/gltf/RobotExpressive/RobotExpressive.glb', function( gltf ) {
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+
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+ var model = gltf.scene;
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+ var animations = gltf.animations;
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+
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+ scene.add( model );
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+
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+ var mixer = new THREE.AnimationMixer( model );
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+ mixer.clipAction( animations[ 10 ] ).play();
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+ mixers.push( mixer );
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+
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+ animate();
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+
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+ }, undefined, function( e ) {
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+
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+ console.error( e );
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+
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+ } );
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+
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+ var canvas = document.createElement( 'canvas' );
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+ var context = canvas.getContext( 'webgl2', { antialias: false } );
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+ renderer = new THREE.WebGLRenderer( { context: context, canvas: canvas, antialias: true, multiview: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.gammaOutput = true;
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+ renderer.gammaFactor = 2.2;
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+ container.appendChild( renderer.domElement );
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+
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+ //
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+ panel = stats.addPanel( new Stats.Panel( 'renderer.render()', '#ff8', '#221' ) );
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+ stats.showPanel( 3 );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ for ( var i = 0; i < cameras.length; i ++ ) {
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+
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+ cameras[ i ].aspect = camera.aspect;
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+ cameras[ i ].updateProjectionMatrix();
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+
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+ }
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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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 animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ var delta = clock.getDelta();
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+ var time = clock.getElapsedTime();
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+
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+ for ( var i = 0, il = mixers.length; i < il; i ++ ) {
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+
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+ mixers[ i ].update( delta );
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+
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+ }
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+
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+ // Update camera animations
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+ cameras[ 0 ].position.y += Math.sin( time * 2 ) * 0.02;
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+ cameras[ 0 ].updateMatrixWorld();
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+
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+ cameras[ 1 ].position.z += Math.sin( time ) * 0.1;
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+ cameras[ 1 ].updateMatrixWorld();
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+
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+ cameras[ 3 ].position.x = Math.sin( time ) * Math.PI;
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+ cameras[ 3 ].position.z = Math.cos( time ) * Math.PI;
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+ cameras[ 3 ].lookAt( 0, 2, 0 );
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+ cameras[ 3 ].updateMatrixWorld();
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+
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+ // delta *=1000;
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+
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+ delta *= 0.5;
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+
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+ // Update balls
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+ for ( var i = 0; i < balls.children.length; i ++ ) {
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+
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+ var object = balls.children[ i ];
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+
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+ object.position.y += object.userData.velocity.y * delta;
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+
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+ // keep objects inside room
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+ if ( object.position.y < radius || object.position.y > 15 ) {
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+
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+ object.position.y = Math.max( object.position.y, radius );
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+
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+ object.userData.velocity.y = - object.userData.velocity.y * 0.8;
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+
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+ }
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+
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+ object.userData.velocity.y -= 9.8 * delta;
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+
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+ }
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+
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+ //
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+
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+ var t = performance.now();
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+ renderer.render( scene, camera );
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+
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+ panel.update(performance.now() - t, 460);
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+
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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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