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271 lines
6.9 KiB
271 lines
6.9 KiB
2 years ago
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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 svg - sandbox</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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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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svg {
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display: block;
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}
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</style>
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</head>
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<body>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { SVGRenderer, SVGObject } from 'three/addons/renderers/SVGRenderer.js';
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let camera, scene, renderer, stats;
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let group;
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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, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xf0f0f0 );
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// QRCODE
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const loader = new THREE.BufferGeometryLoader();
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loader.load( 'models/json/QRCode_buffergeometry.json', function ( geometry ) {
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mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { vertexColors: true } ) );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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} );
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// CUBES
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const boxGeometry = new THREE.BoxGeometry( 100, 100, 100 );
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let mesh = new THREE.Mesh( boxGeometry, new THREE.MeshBasicMaterial( { color: 0x0000ff, opacity: 0.5, transparent: true } ) );
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mesh.position.x = 500;
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mesh.rotation.x = Math.random();
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mesh.rotation.y = Math.random();
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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mesh = new THREE.Mesh( boxGeometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
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mesh.position.x = 500;
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mesh.position.y = 500;
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mesh.rotation.x = Math.random();
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mesh.rotation.y = Math.random();
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// PLANE
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mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
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mesh.position.y = - 500;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// CYLINDER
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mesh = new THREE.Mesh( new THREE.CylinderGeometry( 20, 100, 200, 10 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
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mesh.position.x = - 500;
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mesh.rotation.x = - Math.PI / 2;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// POLYFIELD
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const geometry = new THREE.BufferGeometry();
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const material = new THREE.MeshBasicMaterial( { vertexColors: true, side: THREE.DoubleSide } );
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const v = new THREE.Vector3();
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const v0 = new THREE.Vector3();
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const v1 = new THREE.Vector3();
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const v2 = new THREE.Vector3();
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const color = new THREE.Color();
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const vertices = [];
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const colors = [];
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for ( let i = 0; i < 100; i ++ ) {
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v.set(
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Math.random() * 1000 - 500,
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Math.random() * 1000 - 500,
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Math.random() * 1000 - 500
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);
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v0.set(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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v1.set(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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v2.set(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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v0.add( v );
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v1.add( v );
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v2.add( v );
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color.setHex( Math.random() * 0xffffff );
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// create a single triangle
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vertices.push( v0.x, v0.y, v0.z );
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vertices.push( v1.x, v1.y, v1.z );
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vertices.push( v2.x, v2.y, v2.z );
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colors.push( color.r, color.g, color.b );
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colors.push( color.r, color.g, color.b );
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colors.push( color.r, color.g, color.b );
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}
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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group = new THREE.Mesh( geometry, material );
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group.scale.set( 2, 2, 2 );
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scene.add( group );
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// SPRITES
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for ( let i = 0; i < 50; i ++ ) {
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const material = new THREE.SpriteMaterial( { color: Math.random() * 0xffffff } );
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const sprite = new THREE.Sprite( material );
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sprite.position.x = Math.random() * 1000 - 500;
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sprite.position.y = Math.random() * 1000 - 500;
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sprite.position.z = Math.random() * 1000 - 500;
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sprite.scale.set( 64, 64, 1 );
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scene.add( sprite );
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}
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// CUSTOM
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const node = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' );
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node.setAttribute( 'stroke', 'black' );
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node.setAttribute( 'fill', 'red' );
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node.setAttribute( 'r', '40' );
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for ( let i = 0; i < 50; i ++ ) {
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const object = new SVGObject( node.cloneNode() );
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object.position.x = Math.random() * 1000 - 500;
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object.position.y = Math.random() * 1000 - 500;
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object.position.z = Math.random() * 1000 - 500;
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scene.add( object );
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}
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// CUSTOM FROM FILE
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const fileLoader = new THREE.FileLoader();
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fileLoader.load( 'models/svg/hexagon.svg', function ( svg ) {
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const node = document.createElementNS( 'http://www.w3.org/2000/svg', 'g' );
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const parser = new DOMParser();
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const doc = parser.parseFromString( svg, 'image/svg+xml' );
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node.appendChild( doc.documentElement );
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const object = new SVGObject( node );
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object.position.x = 500;
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scene.add( object );
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} );
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// LIGHTS
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const ambient = new THREE.AmbientLight( 0x80ffff );
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scene.add( ambient );
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const directional = new THREE.DirectionalLight( 0xffff00 );
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directional.position.set( - 1, 0.5, 0 );
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scene.add( directional );
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renderer = new SVGRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setQuality( 'low' );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize );
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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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render();
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stats.update();
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}
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function render() {
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const time = Date.now() * 0.0002;
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camera.position.x = Math.sin( time ) * 500;
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camera.position.z = Math.cos( time ) * 500;
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camera.lookAt( scene.position );
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group.rotation.x += 0.01;
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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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