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					280 lines
				
				8.7 KiB
			
		
		
			
		
	
	
					280 lines
				
				8.7 KiB
			| 
								 
											3 years ago
										 
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								<!-- Licensed under a BSD license. See license.html for license -->
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								<!DOCTYPE html>
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								<html>
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								  <head>
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								    <meta charset="utf-8">
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								    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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								    <title>Three.js - Align HTML Elements to 3D Globe</title>
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								    <style>
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								    html, body {
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								        margin: 0;
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								        font-family: sans-serif;
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								        height: 100%;
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								    }
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								    #c {
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								        width: 100%;  /* let our container decide our size */
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								        height: 100%;
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								        display: block;
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								    }
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								    #container {
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								      position: relative;  /* makes this the origin of its children */
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								      width: 100%;
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								      height: 100%;
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								      overflow: hidden;
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								    }
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								    #labels {
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								      position: absolute;  /* let us position ourself inside the container */
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								      z-index: 0;          /* make a new stacking context so children don't sort with rest of page */
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								      left: 0;             /* make our position the top left of the container */
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								      top: 0;
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								      color: white;
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								    }
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								    #labels>div {
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								      position: absolute;  /* let us position them inside the container */
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								      left: 0;             /* make their default position the top left of the container */
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								      top: 0;
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								      cursor: pointer;     /* change the cursor to a hand when over us */
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								      font-size: small;
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								      user-select: none;   /* don't let the text get selected */
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								      pointer-events: none;  /* make us invisible to the pointer */
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								      text-shadow:         /* create a black outline */
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								        -1px -1px 0 #000,
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								         0   -1px 0 #000,
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								         1px -1px 0 #000,
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								         1px  0   0 #000,
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								         1px  1px 0 #000,
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								         0    1px 0 #000,
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								        -1px  1px 0 #000,
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								        -1px  0   0 #000;
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								    }
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								    #labels>div:hover {
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								      color: red;
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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="c"></canvas>
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								      <div id="labels"></div>
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								    </div>
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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/": "../../examples/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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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								import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
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								function main() {
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								  const canvas = document.querySelector('#c');
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								  const renderer = new THREE.WebGLRenderer({canvas});
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								  const fov = 60;
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								  const aspect = 2;  // the canvas default
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								  const near = 0.1;
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								  const far = 10;
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								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								  camera.position.z = 2.5;
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								  const controls = new OrbitControls(camera, canvas);
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								  controls.enableDamping = true;
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								  controls.enablePan = false;
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								  controls.minDistance = 1.2;
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								  controls.maxDistance = 4;
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								  controls.update();
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								  const scene = new THREE.Scene();
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								  scene.background = new THREE.Color('#246');
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								  {
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								    const loader = new THREE.TextureLoader();
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								    const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
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								    const geometry = new THREE.SphereGeometry(1, 64, 32);
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								    const material = new THREE.MeshBasicMaterial({map: texture});
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								    scene.add(new THREE.Mesh(geometry, material));
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								  }
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								  async function loadJSON(url) {
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								    const req = await fetch(url);
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								    return req.json();
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								  }
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								  let countryInfos;
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								  async function loadCountryData() {
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								    countryInfos = await loadJSON('resources/data/world/country-info.json');  /* threejs.org: url */
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								    const lonFudge = Math.PI * 1.5;
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								    const latFudge = Math.PI;
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								    // these helpers will make it easy to position the boxes
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								    // We can rotate the lon helper on its Y axis to the longitude
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								    const lonHelper = new THREE.Object3D();
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								    // We rotate the latHelper on its X axis to the latitude
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								    const latHelper = new THREE.Object3D();
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								    lonHelper.add(latHelper);
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								    // The position helper moves the object to the edge of the sphere
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								    const positionHelper = new THREE.Object3D();
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								    positionHelper.position.z = 1;
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								    latHelper.add(positionHelper);
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								    const labelParentElem = document.querySelector('#labels');
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								    for (const countryInfo of countryInfos) {
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								      const {lat, lon, min, max, name} = countryInfo;
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								      // adjust the helpers to point to the latitude and longitude
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								      lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
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								      latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
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								      // get the position of the lat/lon
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								      positionHelper.updateWorldMatrix(true, false);
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								      const position = new THREE.Vector3();
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								      positionHelper.getWorldPosition(position);
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								      countryInfo.position = position;
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								      // compute the area for each country
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								      const width = max[0] - min[0];
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								      const height = max[1] - min[1];
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								      const area = width * height;
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								      countryInfo.area = area;
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								      // add an element for each country
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								      const elem = document.createElement('div');
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								      elem.textContent = name;
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								      labelParentElem.appendChild(elem);
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								      countryInfo.elem = elem;
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								    }
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								    requestRenderIfNotRequested();
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								  }
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								  loadCountryData();
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								  const tempV = new THREE.Vector3();
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								  const cameraToPoint = new THREE.Vector3();
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								  const cameraPosition = new THREE.Vector3();
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								  const normalMatrix = new THREE.Matrix3();
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								  const settings = {
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								    minArea: 20,
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								    maxVisibleDot: -0.2,
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								  };
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								  const gui = new GUI({width: 300});
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								  gui.add(settings, 'minArea', 0, 50).onChange(requestRenderIfNotRequested);
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								  gui.add(settings, 'maxVisibleDot', -1, 1, 0.01).onChange(requestRenderIfNotRequested);
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								  function updateLabels() {
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								    if (!countryInfos) {
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								      return;
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								    }
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								    const large = settings.minArea * settings.minArea;
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								    // get a matrix that represents a relative orientation of the camera
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								    normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
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								    // get the camera's position
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								    camera.getWorldPosition(cameraPosition);
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								    for (const countryInfo of countryInfos) {
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								      const {position, elem, area} = countryInfo;
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								      // large enough?
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								      if (area < large) {
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								        elem.style.display = 'none';
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								        continue;
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								      }
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								      // Orient the position based on the camera's orientation.
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								      // Since the sphere is at the origin and the sphere is a unit sphere
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								      // this gives us a camera relative direction vector for the position.
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								      tempV.copy(position);
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								      tempV.applyMatrix3(normalMatrix);
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								      // compute the direction to this position from the camera
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								      cameraToPoint.copy(position);
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								      cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
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								      // get the dot product of camera relative direction to this position
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								      // on the globe with the direction from the camera to that point.
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								      // -1 = facing directly towards the camera
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								      // 0 = exactly on tangent of the sphere from the camera
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								      // > 0 = facing away
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								      const dot = tempV.dot(cameraToPoint);
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								      // if the orientation is not facing us hide it.
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								      if (dot > settings.maxVisibleDot) {
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								        elem.style.display = 'none';
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								        continue;
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								      }
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								      // restore the element to its default display style
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								      elem.style.display = '';
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								      // get the normalized screen coordinate of that position
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								      // x and y will be in the -1 to +1 range with x = -1 being
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								      // on the left and y = -1 being on the bottom
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								      tempV.copy(position);
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								      tempV.project(camera);
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								      // convert the normalized position to CSS coordinates
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								      const x = (tempV.x *  .5 + .5) * canvas.clientWidth;
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								      const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
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								      // move the elem to that position
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								      elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
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								      // set the zIndex for sorting
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								      elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
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								    }
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								  }
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								  function resizeRendererToDisplaySize(renderer) {
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								    const canvas = renderer.domElement;
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								    const width = canvas.clientWidth;
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								    const height = canvas.clientHeight;
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								    const needResize = canvas.width !== width || canvas.height !== height;
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								    if (needResize) {
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								      renderer.setSize(width, height, false);
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								    }
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								    return needResize;
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								  }
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								  let renderRequested = false;
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								  function render() {
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								    renderRequested = undefined;
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								    if (resizeRendererToDisplaySize(renderer)) {
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								      const canvas = renderer.domElement;
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								      camera.aspect = canvas.clientWidth / canvas.clientHeight;
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								      camera.updateProjectionMatrix();
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								    }
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								    controls.update();
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								    updateLabels();
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						||
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								    renderer.render(scene, camera);
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						||
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								  }
							 | 
						||
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								 | 
							
								  render();
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						||
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								 | 
							
								
							 | 
						||
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								 | 
							
								  function requestRenderIfNotRequested() {
							 | 
						||
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								 | 
							
								    if (!renderRequested) {
							 | 
						||
| 
								 | 
							
								      renderRequested = true;
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| 
								 | 
							
								      requestAnimationFrame(render);
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								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  controls.addEventListener('change', requestRenderIfNotRequested);
							 | 
						||
| 
								 | 
							
								  window.addEventListener('resize', requestRenderIfNotRequested);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
								main();
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						||
| 
								 | 
							
								</script>
							 | 
						||
| 
								 | 
							
								</html>
							 | 
						||
| 
								 | 
							
								
							 |