mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-14 10:17:56 +01:00
376 lines
9.0 KiB
HTML
376 lines
9.0 KiB
HTML
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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 webgl - cloth simulation</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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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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text-align: center;
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padding: 10px;
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z-index: 10;
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width: 100%;
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position: absolute;
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}
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a {
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text-decoration: underline;
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cursor: pointer;
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}
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #aaa !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<div id="info">Simple Cloth Simulation<br/>
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Verlet integration with Constrains relaxation<br/>
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Toggle: <a onclick="rotate = !rotate;">Camera</a> |
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<a onclick="wind = !wind;">Wind</a> |
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<a onclick="sphere.visible = !sphere.visible;">Ball</a> |
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<a onclick="togglePins();">Pins</a>
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/Cloth.js"></script>
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<script type="x-shader/x-fragment" id="fragmentShaderDepth">
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uniform sampler2D texture;
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varying vec2 vUV;
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vec4 pack_depth( const in float depth ) {
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const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
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const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
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vec4 res = fract( depth * bit_shift );
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res -= res.xxyz * bit_mask;
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return res;
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}
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void main() {
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vec4 pixel = texture2D( texture, vUV );
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if ( pixel.a < 0.5 ) discard;
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gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
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}
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</script>
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<script type="x-shader/x-vertex" id="vertexShaderDepth">
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varying vec2 vUV;
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void main() {
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vUV = 0.75 * uv;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script>
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/* testing cloth simulation */
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var pinsFormation = [];
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var pins = [6];
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pinsFormation.push( pins );
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pins = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ];
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pinsFormation.push( pins );
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pins = [ 0 ];
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pinsFormation.push( pins );
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pins = []; // cut the rope ;)
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pinsFormation.push( pins );
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pins = [ 0, cloth.w ]; // classic 2 pins
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pinsFormation.push( pins );
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pins = pinsFormation[ 1 ];
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function togglePins() {
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pins = pinsFormation[ ~~( Math.random() * pinsFormation.length ) ];
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}
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer;
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var clothGeometry;
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var sphere;
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var object, arrow;
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var rotate = true;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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// scene
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xcce0ff, 500, 10000 );
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// camera
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camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.y = 50;
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camera.position.z = 1500;
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scene.add( camera );
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// lights
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var light, materials;
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scene.add( new THREE.AmbientLight( 0x666666 ) );
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light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
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light.position.set( 50, 200, 100 );
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light.position.multiplyScalar( 1.3 );
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light.castShadow = true;
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//light.shadowCameraVisible = true;
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light.shadowMapWidth = 1024;
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light.shadowMapHeight = 1024;
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var d = 300;
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light.shadowCameraLeft = -d;
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light.shadowCameraRight = d;
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light.shadowCameraTop = d;
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light.shadowCameraBottom = -d;
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light.shadowCameraFar = 1000;
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light.shadowDarkness = 0.5;
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scene.add( light );
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// cloth material
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var clothTexture = THREE.ImageUtils.loadTexture( 'textures/patterns/circuit_pattern.png' );
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clothTexture.wrapS = clothTexture.wrapT = THREE.RepeatWrapping;
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clothTexture.anisotropy = 16;
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var clothMaterial = new THREE.MeshPhongMaterial( { alphaTest: 0.5, color: 0xffffff, specular: 0x030303, emissive: 0x111111, shiness: 10, map: clothTexture, side: THREE.DoubleSide } );
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// cloth geometry
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clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
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clothGeometry.dynamic = true;
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clothGeometry.computeFaceNormals();
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var uniforms = { texture: { type: "t", value: clothTexture } };
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var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
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var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
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// cloth mesh
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object = new THREE.Mesh( clothGeometry, clothMaterial );
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object.position.set( 0, 0, 0 );
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object.castShadow = true;
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object.receiveShadow = true;
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scene.add( object );
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object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
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// sphere
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var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
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var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
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sphere = new THREE.Mesh( ballGeo, ballMaterial );
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sphere.castShadow = true;
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sphere.receiveShadow = true;
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scene.add( sphere );
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// arrow
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arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50, 0xff0000 );
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arrow.position.set( -200, 0, -200 );
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// scene.add( arrow );
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// ground
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var groundTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg" );
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groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
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groundTexture.repeat.set( 25, 25 );
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groundTexture.anisotropy = 16;
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var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, map: groundTexture } );
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var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 20000, 20000 ), groundMaterial );
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mesh.position.y = -250;
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mesh.rotation.x = - Math.PI / 2;
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mesh.receiveShadow = true;
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scene.add( mesh );
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// poles
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var poleGeo = new THREE.BoxGeometry( 5, 375, 5 );
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var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shiness: 100 } );
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var mesh = new THREE.Mesh( poleGeo, poleMat );
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mesh.position.x = -125;
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mesh.position.y = -62;
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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scene.add( mesh );
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var mesh = new THREE.Mesh( poleGeo, poleMat );
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mesh.position.x = 125;
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mesh.position.y = -62;
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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scene.add( mesh );
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var mesh = new THREE.Mesh( new THREE.BoxGeometry( 255, 5, 5 ), poleMat );
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mesh.position.y = -250 + 750/2;
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mesh.position.x = 0;
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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scene.add( mesh );
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var gg = new THREE.BoxGeometry( 10, 10, 10 );
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var mesh = new THREE.Mesh( gg, poleMat );
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mesh.position.y = -250;
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mesh.position.x = 125;
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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scene.add( mesh );
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var mesh = new THREE.Mesh( gg, poleMat );
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mesh.position.y = -250;
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mesh.position.x = -125;
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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scene.add( mesh );
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setClearColor( scene.fog.color );
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container.appendChild( renderer.domElement );
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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renderer.shadowMapEnabled = true;
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//
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stats = new Stats();
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container.appendChild( stats.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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sphere.visible = !true
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}
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//
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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var time = Date.now();
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windStrength = Math.cos( time / 7000 ) * 20 + 40;
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windForce.set( Math.sin( time / 2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) ).normalize().multiplyScalar( windStrength );
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arrow.setLength( windStrength );
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arrow.setDirection( windForce );
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simulate(time);
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render();
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stats.update();
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}
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function render() {
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var timer = Date.now() * 0.0002;
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var p = cloth.particles;
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for ( var i = 0, il = p.length; i < il; i ++ ) {
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clothGeometry.vertices[ i ].copy( p[ i ].position );
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}
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clothGeometry.computeFaceNormals();
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clothGeometry.computeVertexNormals();
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clothGeometry.normalsNeedUpdate = true;
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clothGeometry.verticesNeedUpdate = true;
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sphere.position.copy( ballPosition );
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if ( rotate ) {
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camera.position.x = Math.cos( timer ) * 1500;
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camera.position.z = Math.sin( timer ) * 1500;
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}
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camera.lookAt( scene.position );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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