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					324 lines
				
				8.4 KiB
			
		
		
			
		
	
	
					324 lines
				
				8.4 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 - circle</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: #555;
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										}
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										#container {
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											width: 100%;
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											height: 700px;
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											-webkit-perspective: 800px;
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											-webkit-perspective-origin: 50% 225px;
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											-moz-perspective: 800px;
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											-moz-perspective-origin: 50% 225px;
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											perspective: 800px;
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											perspective-origin: 50% 225px;
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										}
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										#stage {
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											width: 100%;
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											height: 100%;
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											-webkit-transform-style: preserve-3d;
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											-moz-transform-style: preserve-3d;
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											transform-style: preserve-3d;
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										}
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										#shape {
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											position: relative;
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											top: 160px;
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											margin: 0 auto;
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											height: 200px;
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											width: 200px;
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											-webkit-transform: translateZ(-0px);
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											-webkit-transform-style: preserve-3d;
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											-moz-transform: translateZ(-0px);
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											-moz-transform-style: preserve-3d;
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											transform: translateZ(-0px);
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											transform-style: preserve-3d;
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										}
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										.ring {
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											position: absolute;
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											display: block;
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											height: 300px;
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											width: 200px;
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											text-align: center;
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											font-family: Times, serif;
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											font-size: 124pt;
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											color: black;
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											background-color: #fff;
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										}
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										#shape {
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											border: 0px;
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											background-color: rgba(255, 255, 255, 0);
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										}
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										.ring > .r1 {
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											-webkit-transform: rotateY(300deg) translateZ(-380px);
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											-moz-transform: rotateY(300deg) translateZ(-380px);
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											transform: rotateY(300deg) translateZ(-380px);
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										}
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										.ring > .r2 {
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											-webkit-transform: rotateY(330deg) translateZ(-380px);
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											-moz-transform: rotateY(330deg) translateZ(-380px);
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											transform: rotateY(330deg) translateZ(-380px);
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										}
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										.ring > .r3 {
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											-webkit-transform: rotateY(0deg) translateZ(-380px);
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											-moz-transform: rotateY(0deg) translateZ(-380px);
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											transform: rotateY(0deg) translateZ(-380px);
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										}
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										.ring > .r4 {
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											-webkit-transform: rotateY(30deg) translateZ(-380px);
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											-moz-transform: rotateY(30deg) translateZ(-380px);
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											transform: rotateY(30deg) translateZ(-380px);
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										}
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										.ring > .r5 {
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											-webkit-transform: rotateY(60deg) translateZ(-380px);
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											-moz-transform: rotateY(60deg) translateZ(-380px);
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											transform: rotateY(60deg) translateZ(-380px);
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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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										#help {
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												position: absolute;
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												top: 50px; width: 100%;
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												text-align: center;
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										}
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										#help>div {
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												margin: auto;
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												padding: 1em;
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												background-color: rgba(0,0,0,0.3);
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												width: 50%;
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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="stage">
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											<div id="shape" class="ring backfaces">
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												<canvas id="canvas1" class="ring r1"></canvas>
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												<canvas id="canvas2" class="ring r2"></canvas>
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												<canvas id="canvas3" class="ring r3"></canvas>
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												<canvas id="canvas4" class="ring r4"></canvas>
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												<canvas id="canvas5" class="ring r5"></canvas>
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											</div>
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										</div>
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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 - circle</div>
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									<div id="help" gstyle="display: none">
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										<div>
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										<a href="https://www.google.com/earth/explore/showcase/liquidgalaxy.html">Google's Liquid Galaxy</a> simulator.<br/>
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										Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.
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										</div>
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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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										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, rotateY ) {
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											canvas.width = canvas.clientWidth * window.devicePixelRatio;
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											canvas.height = canvas.clientHeight * window.devicePixelRatio;
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											const context = canvas.getContext( '2d' );
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											const camera = new THREE.PerspectiveCamera( 20, canvas.clientWidth / canvas.clientHeight, 1, 20000 );
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											camera.rotation.y = rotateY;
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											// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
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											// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.
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											const virtualCamera = new THREE.Camera();
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											virtualCamera.add( camera );
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											this.render = function () {
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												virtualCamera.position.x = - mouseX * 4;
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												virtualCamera.position.y = - mouseY * 4;
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												virtualCamera.position.z = 1800;
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												virtualCamera.lookAt( scene.position );
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												virtualCamera.updateMatrixWorld( true );
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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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										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 canvas4 = document.getElementById( 'canvas4' );
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											const canvas5 = document.getElementById( 'canvas5' );
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											const fudge = 0.45; // I don't know why this is needed :-(
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											const rot = 30 * THREE.MathUtils.DEG2RAD;
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											views.push( new View( canvas1, rot * - 2 * fudge ) );
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											views.push( new View( canvas2, rot * - 1 * fudge ) );
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											views.push( new View( canvas3, rot *	0 * fudge ) );
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											views.push( new View( canvas4, rot *	1 * fudge ) );
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											views.push( new View( canvas5, rot *	2 * fudge ) );
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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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											const noof_balls = 51;
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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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											for ( let i = 0; i < noof_balls; i ++ ) { // create shadows
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												const shadowMesh = new THREE.Mesh( shadowGeo, shadowMaterial );
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												shadowMesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 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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											}
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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 color = new THREE.Color();
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											const positions = geometry1.attributes.position;
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											const colors = geometry1.attributes.color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < count; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												color.setHSL( ( positions.getY( i ) / radius + 1 ) / 2, 1.0, 0.5 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
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												colors.setXYZ( i, color.r, color.g, color.b );
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						||
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							 | 
						||
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								 | 
							
											}
							 | 
						||
| 
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							 | 
						||
| 
								 | 
							
											const material = new THREE.MeshPhongMaterial( {
							 | 
						||
| 
								 | 
							
												color: 0xffffff,
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						||
| 
								 | 
							
												flatShading: true,
							 | 
						||
| 
								 | 
							
												vertexColors: true,
							 | 
						||
| 
								 | 
							
												shininess: 0
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
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							 | 
						||
| 
								 | 
							
											const wireframeMaterial = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, transparent: true } );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < noof_balls; i ++ ) { // create balls
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const mesh = new THREE.Mesh( geometry1, material );
							 | 
						||
| 
								 | 
							
												const wireframe = new THREE.Mesh( geometry1, wireframeMaterial );
							 | 
						||
| 
								 | 
							
												mesh.add( wireframe );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												mesh.position.x = - ( noof_balls - 1 ) / 2 * 400 + i * 400;
							 | 
						||
| 
								 | 
							
												mesh.rotation.x = i * 0.5;
							 | 
						||
| 
								 | 
							
												scene.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer = new THREE.WebGLRenderer( { antialias: true } );
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						||
| 
								 | 
							
											renderer.setPixelRatio( window.devicePixelRatio );
							 | 
						||
| 
								 | 
							
											renderer.setSize( 200, 300 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											document.addEventListener( 'mousemove', onDocumentMouseMove );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function onDocumentMouseMove( event ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											mouseX = event.clientX - windowHalfX;
							 | 
						||
| 
								 | 
							
											mouseY = event.clientY - windowHalfY;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < views.length; ++ i ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												views[ i ].render();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |