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					258 lines
				
				7.0 KiB
			
		
		
			
		
	
	
					258 lines
				
				7.0 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 - multiple canvases - complex</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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												background-color: #fff;
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												color: #444;
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											}
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											a {
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												color: #08f;
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											}
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											#canvas1, #canvas2, #canvas3 {
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												position: relative;
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												display: block;
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												outline: 1px solid red;
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											}
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											#canvas1 {
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												width: 300px;
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												height: 200px;
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											}
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											#canvas2 {
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												width: 400px;
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												height: 100px;
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												left: 150px;
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											}
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											#canvas3 {
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												width: 200px;
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												height: 300px;
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												left: 75px;
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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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											<canvas id="canvas1"></canvas>
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											<canvas id="canvas2"></canvas>
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											<canvas id="canvas3"></canvas>
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										</div>
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										<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple canvases - complex</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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											const views = [];
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											let scene, renderer;
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											let mouseX = 0, mouseY = 0;
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											const windowHalfX = window.innerWidth / 2;
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											const windowHalfY = window.innerHeight / 2;
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											init();
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											animate();
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											//
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											function View( canvas, fullWidth, fullHeight, viewX, viewY, viewWidth, viewHeight ) {
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												canvas.width = viewWidth * window.devicePixelRatio;
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												canvas.height = viewHeight * window.devicePixelRatio;
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												const context = canvas.getContext( '2d' );
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												const camera = new THREE.PerspectiveCamera( 20, viewWidth / viewHeight, 1, 10000 );
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												camera.setViewOffset( fullWidth, fullHeight, viewX, viewY, viewWidth, viewHeight );
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												camera.position.z = 1800;
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												this.render = function () {
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													camera.position.x += ( mouseX - camera.position.x ) * 0.05;
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													camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
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													camera.lookAt( scene.position );
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													renderer.setViewport( 0, fullHeight - viewHeight, viewWidth, viewHeight );
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													renderer.render( scene, camera );
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													context.drawImage( renderer.domElement, 0, 0 );
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												};
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											}
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											//
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											function init() {
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												const canvas1 = document.getElementById( 'canvas1' );
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												const canvas2 = document.getElementById( 'canvas2' );
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												const canvas3 = document.getElementById( 'canvas3' );
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												const fullWidth = 550;
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												const fullHeight = 600;
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												views.push( new View( canvas1, fullWidth, fullHeight, 0, 0, canvas1.clientWidth, canvas1.clientHeight ) );
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												views.push( new View( canvas2, fullWidth, fullHeight, 150, 200, canvas2.clientWidth, canvas2.clientHeight ) );
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												views.push( new View( canvas3, fullWidth, fullHeight, 75, 300, canvas3.clientWidth, canvas3.clientHeight ) );
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												//
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0xffffff );
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												const light = new THREE.DirectionalLight( 0xffffff );
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												light.position.set( 0, 0, 1 ).normalize();
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												scene.add( light );
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												// shadow
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												const canvas = document.createElement( 'canvas' );
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												canvas.width = 128;
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												canvas.height = 128;
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												const context = canvas.getContext( '2d' );
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												const gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
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												gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
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												gradient.addColorStop( 1, 'rgba(255,255,255,1)' );
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												context.fillStyle = gradient;
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												context.fillRect( 0, 0, canvas.width, canvas.height );
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												const shadowTexture = new THREE.CanvasTexture( canvas );
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												const shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
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												const shadowGeo = new THREE.PlaneGeometry( 300, 300, 1, 1 );
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												let shadowMesh;
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												shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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												shadowMesh.position.y = - 250;
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												shadowMesh.rotation.x = - Math.PI / 2;
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												scene.add( shadowMesh );
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												shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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												shadowMesh.position.x = - 400;
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												shadowMesh.position.y = - 250;
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												shadowMesh.rotation.x = - Math.PI / 2;
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												scene.add( shadowMesh );
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												shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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												shadowMesh.position.x = 400;
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												shadowMesh.position.y = - 250;
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												shadowMesh.rotation.x = - Math.PI / 2;
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												scene.add( shadowMesh );
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												const radius = 200;
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												const geometry1 = new THREE.IcosahedronGeometry( radius, 1 );
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												const count = geometry1.attributes.position.count;
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												geometry1.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( count * 3 ), 3 ) );
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												const geometry2 = geometry1.clone();
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												const geometry3 = geometry1.clone();
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												const color = new THREE.Color();
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												const positions1 = geometry1.attributes.position;
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												const positions2 = geometry2.attributes.position;
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												const positions3 = geometry3.attributes.position;
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												const colors1 = geometry1.attributes.color;
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												const colors2 = geometry2.attributes.color;
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												const colors3 = geometry3.attributes.color;
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												for ( let i = 0; i < count; i ++ ) {
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													color.setHSL( ( positions1.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
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													colors1.setXYZ( i, color.r, color.g, color.b );
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													color.setHSL( 0, ( positions2.getY( i ) / radius + 1 ) / 2, 0.5 );
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													colors2.setXYZ( i, color.r, color.g, color.b );
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													color.setRGB( 1, 0.8 - ( positions3.getY( i ) / radius + 1 ) / 2, 0 );
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													colors3.setXYZ( i, color.r, color.g, color.b );
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												}
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												const material = new THREE.MeshPhongMaterial( {
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													color: 0xffffff,
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													flatShading: true,
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													vertexColors: true,
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													shininess: 0
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												} );
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												const wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
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												let mesh = new THREE.Mesh( geometry1, material );
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												let wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
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												mesh.add( wireframe );
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												mesh.position.x = - 400;
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												mesh.rotation.x = - 1.87;
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												scene.add( mesh );
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												mesh = new THREE.Mesh( geometry2, material );
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												wireframe = new THREE.Mesh( geometry2, wireframeMaterial );
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												mesh.add( wireframe );
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												mesh.position.x = 400;
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												scene.add( mesh );
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												mesh = new THREE.Mesh( geometry3, material );
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												wireframe = new THREE.Mesh( geometry3, wireframeMaterial );
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												mesh.add( wireframe );
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												scene.add( mesh );
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( fullWidth, fullHeight );
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												document.addEventListener( 'mousemove', onDocumentMouseMove );
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											}
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											function onDocumentMouseMove( event ) {
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												mouseX = event.clientX - windowHalfX;
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												mouseY = event.clientY - windowHalfY;
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											}
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											function animate() {
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												for ( let i = 0; i < views.length; ++ i ) {
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													views[ i ].render();
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												}
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												requestAnimationFrame( animate );
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											}
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							 | 
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								 | 
							
										</script>
							 | 
						||
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							 | 
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								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
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