mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-19 12:27:56 +01:00
457 lines
9.6 KiB
HTML
457 lines
9.6 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 canvas - geometry - birds</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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color: #808080;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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background-color: #ffffff;
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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: 0px; width: 100%;
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padding: 5px;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - birds demo</div>
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<script src="../build/three.min.js"></script>
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<script src="js/renderers/Projector.js"></script>
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<script src="js/renderers/CanvasRenderer.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="obj/Bird.js"></script>
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<script>
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// Based on http://www.openprocessing.org/visuals/?visualID=6910
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var Boid = function() {
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var vector = new THREE.Vector3(),
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_acceleration, _width = 500, _height = 500, _depth = 200, _goal, _neighborhoodRadius = 100,
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_maxSpeed = 4, _maxSteerForce = 0.1, _avoidWalls = false;
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this.position = new THREE.Vector3();
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this.velocity = new THREE.Vector3();
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_acceleration = new THREE.Vector3();
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this.setGoal = function ( target ) {
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_goal = target;
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}
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this.setAvoidWalls = function ( value ) {
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_avoidWalls = value;
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}
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this.setWorldSize = function ( width, height, depth ) {
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_width = width;
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_height = height;
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_depth = depth;
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}
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this.run = function ( boids ) {
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if ( _avoidWalls ) {
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vector.set( - _width, this.position.y, this.position.z );
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vector = this.avoid( vector );
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vector.multiplyScalar( 5 );
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_acceleration.add( vector );
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vector.set( _width, this.position.y, this.position.z );
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vector = this.avoid( vector );
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vector.multiplyScalar( 5 );
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_acceleration.add( vector );
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vector.set( this.position.x, - _height, this.position.z );
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vector = this.avoid( vector );
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vector.multiplyScalar( 5 );
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_acceleration.add( vector );
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vector.set( this.position.x, _height, this.position.z );
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vector = this.avoid( vector );
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vector.multiplyScalar( 5 );
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_acceleration.add( vector );
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vector.set( this.position.x, this.position.y, - _depth );
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vector = this.avoid( vector );
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vector.multiplyScalar( 5 );
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_acceleration.add( vector );
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vector.set( this.position.x, this.position.y, _depth );
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vector = this.avoid( vector );
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vector.multiplyScalar( 5 );
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_acceleration.add( vector );
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}/* else {
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this.checkBounds();
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}
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*/
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if ( Math.random() > 0.5 ) {
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this.flock( boids );
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}
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this.move();
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}
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this.flock = function ( boids ) {
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if ( _goal ) {
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_acceleration.add( this.reach( _goal, 0.005 ) );
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}
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_acceleration.add( this.alignment( boids ) );
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_acceleration.add( this.cohesion( boids ) );
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_acceleration.add( this.separation( boids ) );
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}
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this.move = function () {
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this.velocity.add( _acceleration );
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var l = this.velocity.length();
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if ( l > _maxSpeed ) {
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this.velocity.divideScalar( l / _maxSpeed );
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}
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this.position.add( this.velocity );
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_acceleration.set( 0, 0, 0 );
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}
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this.checkBounds = function () {
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if ( this.position.x > _width ) this.position.x = - _width;
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if ( this.position.x < - _width ) this.position.x = _width;
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if ( this.position.y > _height ) this.position.y = - _height;
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if ( this.position.y < - _height ) this.position.y = _height;
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if ( this.position.z > _depth ) this.position.z = - _depth;
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if ( this.position.z < - _depth ) this.position.z = _depth;
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}
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//
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this.avoid = function ( target ) {
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var steer = new THREE.Vector3();
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steer.copy( this.position );
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steer.sub( target );
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steer.multiplyScalar( 1 / this.position.distanceToSquared( target ) );
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return steer;
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}
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this.repulse = function ( target ) {
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var distance = this.position.distanceTo( target );
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if ( distance < 150 ) {
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var steer = new THREE.Vector3();
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steer.subVectors( this.position, target );
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steer.multiplyScalar( 0.5 / distance );
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_acceleration.add( steer );
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}
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}
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this.reach = function ( target, amount ) {
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var steer = new THREE.Vector3();
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steer.subVectors( target, this.position );
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steer.multiplyScalar( amount );
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return steer;
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}
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this.alignment = function ( boids ) {
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var boid, velSum = new THREE.Vector3(),
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count = 0;
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for ( var i = 0, il = boids.length; i < il; i++ ) {
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if ( Math.random() > 0.6 ) continue;
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boid = boids[ i ];
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distance = boid.position.distanceTo( this.position );
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if ( distance > 0 && distance <= _neighborhoodRadius ) {
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velSum.add( boid.velocity );
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count++;
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}
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}
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if ( count > 0 ) {
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velSum.divideScalar( count );
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var l = velSum.length();
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if ( l > _maxSteerForce ) {
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velSum.divideScalar( l / _maxSteerForce );
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}
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}
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return velSum;
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}
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this.cohesion = function ( boids ) {
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var boid, distance,
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posSum = new THREE.Vector3(),
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steer = new THREE.Vector3(),
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count = 0;
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for ( var i = 0, il = boids.length; i < il; i ++ ) {
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if ( Math.random() > 0.6 ) continue;
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boid = boids[ i ];
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distance = boid.position.distanceTo( this.position );
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if ( distance > 0 && distance <= _neighborhoodRadius ) {
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posSum.add( boid.position );
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count++;
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}
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}
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if ( count > 0 ) {
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posSum.divideScalar( count );
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}
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steer.subVectors( posSum, this.position );
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var l = steer.length();
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if ( l > _maxSteerForce ) {
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steer.divideScalar( l / _maxSteerForce );
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}
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return steer;
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}
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this.separation = function ( boids ) {
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var boid, distance,
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posSum = new THREE.Vector3(),
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repulse = new THREE.Vector3();
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for ( var i = 0, il = boids.length; i < il; i ++ ) {
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if ( Math.random() > 0.6 ) continue;
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boid = boids[ i ];
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distance = boid.position.distanceTo( this.position );
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if ( distance > 0 && distance <= _neighborhoodRadius ) {
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repulse.subVectors( this.position, boid.position );
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repulse.normalize();
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repulse.divideScalar( distance );
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posSum.add( repulse );
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}
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}
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return posSum;
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}
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}
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</script>
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<script>
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var SCREEN_WIDTH = window.innerWidth,
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SCREEN_HEIGHT = window.innerHeight,
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SCREEN_WIDTH_HALF = SCREEN_WIDTH / 2,
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SCREEN_HEIGHT_HALF = SCREEN_HEIGHT / 2;
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var camera, scene, renderer,
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birds, bird;
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var boid, boids;
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var stats;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
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camera.position.z = 450;
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scene = new THREE.Scene();
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birds = [];
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boids = [];
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for ( var i = 0; i < 200; i ++ ) {
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boid = boids[ i ] = new Boid();
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boid.position.x = Math.random() * 400 - 200;
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boid.position.y = Math.random() * 400 - 200;
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boid.position.z = Math.random() * 400 - 200;
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boid.velocity.x = Math.random() * 2 - 1;
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boid.velocity.y = Math.random() * 2 - 1;
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boid.velocity.z = Math.random() * 2 - 1;
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boid.setAvoidWalls( true );
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boid.setWorldSize( 500, 500, 400 );
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bird = birds[ i ] = new THREE.Mesh( new Bird(), new THREE.MeshBasicMaterial( { color:Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
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bird.phase = Math.floor( Math.random() * 62.83 );
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scene.add( bird );
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}
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renderer = new THREE.CanvasRenderer();
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renderer.setClearColor( 0xffffff );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.left = '0px';
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stats.domElement.style.top = '0px';
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document.getElementById( 'container' ).appendChild(stats.domElement);
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//
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window.addEventListener( 'resize', onWindowResize, false );
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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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function onDocumentMouseMove( event ) {
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var vector = new THREE.Vector3( event.clientX - SCREEN_WIDTH_HALF, - event.clientY + SCREEN_HEIGHT_HALF, 0 );
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for ( var i = 0, il = boids.length; i < il; i++ ) {
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boid = boids[ i ];
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vector.z = boid.position.z;
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boid.repulse( vector );
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}
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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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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for ( var i = 0, il = birds.length; i < il; i++ ) {
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boid = boids[ i ];
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boid.run( boids );
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bird = birds[ i ];
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bird.position.copy( boids[ i ].position );
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color = bird.material.color;
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color.r = color.g = color.b = ( 500 - bird.position.z ) / 1000;
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bird.rotation.y = Math.atan2( - boid.velocity.z, boid.velocity.x );
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bird.rotation.z = Math.asin( boid.velocity.y / boid.velocity.length() );
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bird.phase = ( bird.phase + ( Math.max( 0, bird.rotation.z ) + 0.1 ) ) % 62.83;
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bird.geometry.vertices[ 5 ].y = bird.geometry.vertices[ 4 ].y = Math.sin( bird.phase ) * 5;
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}
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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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