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					350 lines
				
				7.8 KiB
			
		
		
			
		
	
	
					350 lines
				
				7.8 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 - shadow map</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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									</head>
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									<body>
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										<div id="info">
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										<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shadowmap - models by <a href="https://mirada.com/" target="_blank" rel="noopener">mirada</a> from <a href="http://www.ro.me" target="_blank" rel="noopener">rome</a><br />
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										move camera with WASD / RF + mouse
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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 Stats from 'three/addons/libs/stats.module.js';
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											import { FirstPersonControls } from 'three/addons/controls/FirstPersonControls.js';
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											import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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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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											const SHADOW_MAP_WIDTH = 2048, SHADOW_MAP_HEIGHT = 1024;
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											let SCREEN_WIDTH = window.innerWidth;
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											let SCREEN_HEIGHT = window.innerHeight;
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											const FLOOR = - 250;
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											const ANIMATION_GROUPS = 25;
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											let camera, controls, scene, renderer;
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											let stats;
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											const NEAR = 5, FAR = 3000;
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											let morph, mixer;
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											const morphs = [], animGroups = [];
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											const clock = new THREE.Clock();
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											init();
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											animate();
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											function init() {
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												const container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												// CAMERA
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												camera = new THREE.PerspectiveCamera( 23, SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
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												camera.position.set( 700, 50, 1900 );
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												// SCENE
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0x59472b );
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												scene.fog = new THREE.Fog( 0x59472b, 1000, FAR );
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												// LIGHTS
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												const ambient = new THREE.AmbientLight( 0x444444 );
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												scene.add( ambient );
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												const light = new THREE.SpotLight( 0xffffff, 1, 0, Math.PI / 5, 0.3 );
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												light.position.set( 0, 1500, 1000 );
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												light.target.position.set( 0, 0, 0 );
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												light.castShadow = true;
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												light.shadow.camera.near = 1200;
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												light.shadow.camera.far = 2500;
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												light.shadow.bias = 0.0001;
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												light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
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												light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
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												scene.add( light );
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												createScene();
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												// RENDERER
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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												container.appendChild( renderer.domElement );
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												renderer.autoClear = false;
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												//
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												renderer.shadowMap.enabled = true;
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												renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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												// CONTROLS
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												controls = new FirstPersonControls( camera, renderer.domElement );
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												controls.lookSpeed = 0.0125;
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												controls.movementSpeed = 500;
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												controls.noFly = false;
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												controls.lookVertical = true;
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												controls.lookAt( scene.position );
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												// STATS
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												stats = new Stats();
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												container.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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												SCREEN_WIDTH = window.innerWidth;
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												SCREEN_HEIGHT = window.innerHeight;
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												camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
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												camera.updateProjectionMatrix();
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												renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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												controls.handleResize();
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											}
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											function createScene( ) {
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												// GROUND
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												const geometry = new THREE.PlaneGeometry( 100, 100 );
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												const planeMaterial = new THREE.MeshPhongMaterial( { color: 0xffb851 } );
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												const ground = new THREE.Mesh( geometry, planeMaterial );
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												ground.position.set( 0, FLOOR, 0 );
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												ground.rotation.x = - Math.PI / 2;
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												ground.scale.set( 100, 100, 100 );
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												ground.castShadow = false;
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												ground.receiveShadow = true;
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												scene.add( ground );
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												// TEXT
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												const loader = new FontLoader();
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												loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
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													const textGeo = new TextGeometry( 'THREE.JS', {
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														font: font,
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														size: 200,
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														height: 50,
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														curveSegments: 12,
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														bevelThickness: 2,
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														bevelSize: 5,
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														bevelEnabled: true
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													} );
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													textGeo.computeBoundingBox();
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													const centerOffset = - 0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
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													const textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );
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													const mesh = new THREE.Mesh( textGeo, textMaterial );
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													mesh.position.x = centerOffset;
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													mesh.position.y = FLOOR + 67;
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													mesh.castShadow = true;
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													mesh.receiveShadow = true;
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													scene.add( mesh );
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												} );
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												// CUBES
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												const cubes1 = new THREE.Mesh( new THREE.BoxGeometry( 1500, 220, 150 ), planeMaterial );
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												cubes1.position.y = FLOOR - 50;
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												cubes1.position.z = 20;
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												cubes1.castShadow = true;
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												cubes1.receiveShadow = true;
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												scene.add( cubes1 );
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												const cubes2 = new THREE.Mesh( new THREE.BoxGeometry( 1600, 170, 250 ), planeMaterial );
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												cubes2.position.y = FLOOR - 50;
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												cubes2.position.z = 20;
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												cubes2.castShadow = true;
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												cubes2.receiveShadow = true;
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												scene.add( cubes2 );
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												mixer = new THREE.AnimationMixer( scene );
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												for ( let i = 0; i !== ANIMATION_GROUPS; ++ i ) {
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													const group = new THREE.AnimationObjectGroup();
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													animGroups.push( group );
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												}
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												// MORPHS
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												function addMorph( mesh, clip, speed, duration, x, y, z, fudgeColor, massOptimization ) {
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													mesh = mesh.clone();
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													mesh.material = mesh.material.clone();
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													if ( fudgeColor ) {
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														mesh.material.color.offsetHSL( 0, Math.random() * 0.5 - 0.25, Math.random() * 0.5 - 0.25 );
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													}
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													mesh.speed = speed;
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													if ( massOptimization ) {
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														const index = Math.floor( Math.random() * ANIMATION_GROUPS ),
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															animGroup = animGroups[ index ];
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														animGroup.add( mesh );
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														if ( ! mixer.existingAction( clip, animGroup ) ) {
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															const randomness = 0.6 * Math.random() - 0.3;
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															const phase = ( index + randomness ) / ANIMATION_GROUPS;
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															mixer.clipAction( clip, animGroup ).
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																setDuration( duration ).
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																startAt( - duration * phase ).
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																play();
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														}
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													} else {
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														mixer.clipAction( clip, mesh ).
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															setDuration( duration ).
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															startAt( - duration * Math.random() ).
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															play();
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								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													mesh.position.set( x, y, z );
							 | 
						||
| 
								 | 
							
													mesh.rotation.y = Math.PI / 2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													mesh.castShadow = true;
							 | 
						||
| 
								 | 
							
													mesh.receiveShadow = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													scene.add( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													morphs.push( mesh );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const gltfLoader = new GLTFLoader();
							 | 
						||
| 
								 | 
							
												gltfLoader.load( 'models/gltf/Horse.glb', function ( gltf ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													const mesh = gltf.scene.children[ 0 ];
							 | 
						||
| 
								 | 
							
													const clip = gltf.animations[ 0 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													for ( let i = - 600; i < 601; i += 2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														addMorph( mesh, clip, 550, 1, 100 - Math.random() * 3000, FLOOR, i, true, true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function animate() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												requestAnimationFrame( animate );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												stats.begin();
							 | 
						||
| 
								 | 
							
												render();
							 | 
						||
| 
								 | 
							
												stats.end();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function render() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const delta = clock.getDelta();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												if ( mixer ) mixer.update( delta );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												for ( let i = 0; i < morphs.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													morph = morphs[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													morph.position.x += morph.speed * delta;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													if ( morph.position.x > 2000 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														morph.position.x = - 1000 - Math.random() * 500;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												controls.update( delta );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.clear();
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |