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					353 lines
				
				11 KiB
			
		
		
			
		
	
	
					353 lines
				
				11 KiB
			| 
								 
											3 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 webgl - cameras - logarithmic depth buffer</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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											body{
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												touch-action: none;
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											}
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											.renderer_label {
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												position: absolute;
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												bottom: 1em;
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												width: 100%;
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												color: white;
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												z-index: 10;
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												display: block;
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												text-align: center;
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											}
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											#container {
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												display: flex;
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											}
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											#container_normal {
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												width: 50%;
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												display: inline-block;
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												position: relative;
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											}
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											#container_logzbuf {
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												width: 50%;
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												display: inline-block;
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												position: relative;
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											}
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											#renderer_border {
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												position: absolute;
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												top: 0;
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												left: 25%;
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												bottom: 0;
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												width: 2px;
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												z-index: 10;
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												opacity: .8;
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												background: #ccc;
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												border: 1px inset #ccc;
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												cursor: col-resize;
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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">
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											<div id="container_normal"><h2 class="renderer_label">normal z-buffer</h2></div>
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											<div id="container_logzbuf"><h2 class="renderer_label">logarithmic z-buffer</h2></div>
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											<div id="renderer_border"></div>
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										</div>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras - logarithmic depth buffer<br/>
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											mousewheel to dolly out
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										</div>
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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 { FontLoader } from 'three/addons/loaders/FontLoader.js';
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											import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
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											import Stats from 'three/addons/libs/stats.module.js';
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											// 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter?  preposterous!  and yet...
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											const NEAR = 1e-6, FAR = 1e27;
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											let SCREEN_WIDTH = window.innerWidth;
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											let SCREEN_HEIGHT = window.innerHeight;
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											let screensplit = .25, screensplit_right = 0;
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											const mouse = [ .5, .5 ];
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											let zoompos = - 100, minzoomspeed = .015;
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											let zoomspeed = minzoomspeed;
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											let container, border, stats;
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											const objects = {};
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											// Generate a number of text labels, from 1µm in size up to 100,000,000 light years
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											// Try to use some descriptive real-world examples of objects at each scale
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											const labeldata = [
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												{ size: .01, scale: 0.0001, label: 'microscopic (1µm)' }, // FIXME - triangulating text fails at this size, so we scale instead
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												{ size: .01, scale: 0.1, label: 'minuscule (1mm)' },
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												{ size: .01, scale: 1.0, label: 'tiny (1cm)' },
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												{ size: 1, scale: 1.0, label: 'child-sized (1m)' },
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												{ size: 10, scale: 1.0, label: 'tree-sized (10m)' },
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												{ size: 100, scale: 1.0, label: 'building-sized (100m)' },
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												{ size: 1000, scale: 1.0, label: 'medium (1km)' },
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												{ size: 10000, scale: 1.0, label: 'city-sized (10km)' },
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												{ size: 3400000, scale: 1.0, label: 'moon-sized (3,400 Km)' },
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												{ size: 12000000, scale: 1.0, label: 'planet-sized (12,000 km)' },
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												{ size: 1400000000, scale: 1.0, label: 'sun-sized (1,400,000 km)' },
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												{ size: 7.47e12, scale: 1.0, label: 'solar system-sized (50Au)' },
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												{ size: 9.4605284e15, scale: 1.0, label: 'gargantuan (1 light year)' },
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												{ size: 3.08567758e16, scale: 1.0, label: 'ludicrous (1 parsec)' },
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												{ size: 1e19, scale: 1.0, label: 'mind boggling (1000 light years)' }
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											];
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											init();
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											function init() {
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												container = document.getElementById( 'container' );
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												const loader = new FontLoader();
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												loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
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													const scene = initScene( font );
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													// Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
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													objects.normal = initView( scene, 'normal', false );
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													objects.logzbuf = initView( scene, 'logzbuf', true );
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													animate();
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												} );
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												// Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
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												border = document.getElementById( 'renderer_border' );
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												border.addEventListener( 'pointerdown', onBorderPointerDown );
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												window.addEventListener( 'mousemove', onMouseMove );
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												window.addEventListener( 'resize', onWindowResize );
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												window.addEventListener( 'wheel', onMouseWheel );
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											}
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											function initView( scene, name, logDepthBuf ) {
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												const framecontainer = document.getElementById( 'container_' + name );
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												const camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
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												scene.add( camera );
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												const renderer = new THREE.WebGLRenderer( { antialias: true, logarithmicDepthBuffer: logDepthBuf } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( SCREEN_WIDTH / 2, SCREEN_HEIGHT );
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												renderer.domElement.style.position = 'relative';
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												renderer.domElement.id = 'renderer_' + name;
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												framecontainer.appendChild( renderer.domElement );
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												return { container: framecontainer, renderer: renderer, scene: scene, camera: camera };
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											}
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											function initScene( font ) {
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												const scene = new THREE.Scene();
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												scene.add( new THREE.AmbientLight( 0x222222 ) );
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												const light = new THREE.DirectionalLight( 0xffffff, 1 );
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												light.position.set( 100, 100, 100 );
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												scene.add( light );
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												const materialargs = {
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													color: 0xffffff,
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													specular: 0x050505,
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													shininess: 50,
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													emissive: 0x000000
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												};
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												const geometry = new THREE.SphereGeometry( 0.5, 24, 12 );
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												for ( let i = 0; i < labeldata.length; i ++ ) {
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													const scale = labeldata[ i ].scale || 1;
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													const labelgeo = new TextGeometry( labeldata[ i ].label, {
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														font: font,
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														size: labeldata[ i ].size,
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														height: labeldata[ i ].size / 2
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													} );
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													labelgeo.computeBoundingSphere();
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													// center text
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													labelgeo.translate( - labelgeo.boundingSphere.radius, 0, 0 );
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													materialargs.color = new THREE.Color().setHSL( Math.random(), 0.5, 0.5 );
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													const material = new THREE.MeshPhongMaterial( materialargs );
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													const group = new THREE.Group();
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													group.position.z = - labeldata[ i ].size * scale;
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													scene.add( group );
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													const textmesh = new THREE.Mesh( labelgeo, material );
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													textmesh.scale.set( scale, scale, scale );
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													textmesh.position.z = - labeldata[ i ].size * scale;
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													textmesh.position.y = labeldata[ i ].size / 4 * scale;
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													group.add( textmesh );
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													const dotmesh = new THREE.Mesh( geometry, material );
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													dotmesh.position.y = - labeldata[ i ].size / 4 * scale;
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													dotmesh.scale.multiplyScalar( labeldata[ i ].size * scale );
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													group.add( dotmesh );
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												}
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												return scene;
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											}
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											function updateRendererSizes() {
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												// Recalculate size for both renderers when screen size or split location changes
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												SCREEN_WIDTH = window.innerWidth;
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												SCREEN_HEIGHT = window.innerHeight;
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												screensplit_right = 1 - screensplit;
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												objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
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												objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
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												objects.normal.camera.updateProjectionMatrix();
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												objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
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												objects.normal.container.style.width = ( screensplit * 100 ) + '%';
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												objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
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												objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
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												objects.logzbuf.camera.updateProjectionMatrix();
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												objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
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												objects.logzbuf.container.style.width = ( screensplit_right * 100 ) + '%';
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												border.style.left = ( screensplit * 100 ) + '%';
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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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											}
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											function render() {
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												// Put some limits on zooming
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												const minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
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												const maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
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												let damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
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												// Zoom out faster the further out you go
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												const zoom = THREE.MathUtils.clamp( Math.pow( Math.E, zoompos ), minzoom, maxzoom );
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												zoompos = Math.log( zoom );
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												// Slow down quickly at the zoom limits
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												if ( ( zoom == minzoom && zoomspeed < 0 ) || ( zoom == maxzoom && zoomspeed > 0 ) ) {
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													damping = .85;
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												}
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												zoompos += zoomspeed;
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												zoomspeed *= damping;
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												objects.normal.camera.position.x = Math.sin( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
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												objects.normal.camera.position.y = Math.sin( .25 * Math.PI * ( mouse[ 1 ] - .5 ) ) * zoom;
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												objects.normal.camera.position.z = Math.cos( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
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												objects.normal.camera.lookAt( objects.normal.scene.position );
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												// Clone camera settings across both scenes
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												objects.logzbuf.camera.position.copy( objects.normal.camera.position );
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												objects.logzbuf.camera.quaternion.copy( objects.normal.camera.quaternion );
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												// Update renderer sizes if the split has changed
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												if ( screensplit_right != 1 - screensplit ) {
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													updateRendererSizes();
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												}
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												objects.normal.renderer.render( objects.normal.scene, objects.normal.camera );
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												objects.logzbuf.renderer.render( objects.logzbuf.scene, objects.logzbuf.camera );
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												stats.update();
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											}
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											function onWindowResize() {
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								 | 
							
								
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												updateRendererSizes();
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											}
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											function onBorderPointerDown() {
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												// activate draggable window resizing bar
							 | 
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								 | 
							
												window.addEventListener( 'pointermove', onBorderPointerMove );
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												window.addEventListener( 'pointerup', onBorderPointerUp );
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								 | 
							
											}
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											function onBorderPointerMove( ev ) {
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								 | 
							
								
							 | 
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								 | 
							
												screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
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								 | 
							
								
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								 | 
							
											}
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								 | 
							
								
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								 | 
							
											function onBorderPointerUp() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
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								 | 
							
												window.removeEventListener( 'pointermove', onBorderPointerMove );
							 | 
						||
| 
								 | 
							
												window.removeEventListener( 'pointerup', onBorderPointerUp );
							 | 
						||
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								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
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								 | 
							
											function onMouseMove( ev ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mouse[ 0 ] = ev.clientX / window.innerWidth;
							 | 
						||
| 
								 | 
							
												mouse[ 1 ] = ev.clientY / window.innerHeight;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function onMouseWheel( ev ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const amount = ev.deltaY;
							 | 
						||
| 
								 | 
							
												if ( amount === 0 ) return;
							 | 
						||
| 
								 | 
							
												const dir = amount / Math.abs( amount );
							 | 
						||
| 
								 | 
							
												zoomspeed = dir / 10;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// Slow down default zoom speed after user starts zooming, to give them more control
							 | 
						||
| 
								 | 
							
												minzoomspeed = 0.001;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |