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					271 lines
				
				6.9 KiB
			
		
		
			
		
	
	
					271 lines
				
				6.9 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 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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