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					237 lines
				
				6.6 KiB
			
		
		
			
		
	
	
					237 lines
				
				6.6 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 - Cleanup Loaded Files</title>
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								    <style>
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								    html, body {
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								        height: 100%;
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								        margin: 0;
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								    }
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								    #c {
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								        width: 100%;
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								        height: 100%;
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								        display: block;
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								    }
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								    #root {
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								      position: absolute;
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								      left: 0;
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								      top: 0;
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								    }
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								    </style>
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								  </head>
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								  <body>
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								    <canvas id="c"></canvas>
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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 {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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								class ResourceTracker {
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								  constructor() {
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								    this.resources = new Set();
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								  }
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								  track(resource) {
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								    if (!resource) {
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								      return resource;
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								    }
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								    // handle children and when material is an array of materials or
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								    // uniform is array of textures
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								    if (Array.isArray(resource)) {
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								      resource.forEach(resource => this.track(resource));
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								      return resource;
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								    }
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								    if (resource.dispose || resource instanceof THREE.Object3D) {
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								      this.resources.add(resource);
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								    }
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								    if (resource instanceof THREE.Object3D) {
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								      this.track(resource.geometry);
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								      this.track(resource.material);
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								      this.track(resource.children);
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								    } else if (resource instanceof THREE.Material) {
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								      // We have to check if there are any textures on the material
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								      for (const value of Object.values(resource)) {
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								        if (value instanceof THREE.Texture) {
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								          this.track(value);
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								        }
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								      }
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								      // We also have to check if any uniforms reference textures or arrays of textures
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								      if (resource.uniforms) {
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								        for (const value of Object.values(resource.uniforms)) {
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								          if (value) {
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								            const uniformValue = value.value;
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								            if (uniformValue instanceof THREE.Texture ||
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								                Array.isArray(uniformValue)) {
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								              this.track(uniformValue);
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								            }
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								          }
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								        }
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								      }
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								    }
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								    return resource;
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								  }
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								  untrack(resource) {
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								    this.resources.delete(resource);
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								  }
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								  dispose() {
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								    for (const resource of this.resources) {
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								      if (resource instanceof THREE.Object3D) {
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								        if (resource.parent) {
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								          resource.parent.remove(resource);
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								        }
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								      }
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								      if (resource.dispose) {
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								        resource.dispose();
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								      }
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								    }
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								    this.resources.clear();
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								  }
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								}
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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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								  renderer.outputEncoding = THREE.sRGBEncoding;
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								  const fov = 75;
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								  const aspect = 2;  // the canvas default
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								  const near = 0.1;
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								  const far = 5;
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								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								  camera.position.z = 2;
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								  const scene = new THREE.Scene();
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								  scene.background = new THREE.Color('lightblue');
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								  function addLight(...pos) {
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								    const color = 0xFFFFFF;
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								    const intensity = 0.8;
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								    const light = new THREE.DirectionalLight(color, intensity);
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								    light.position.set(...pos);
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								    scene.add(light);
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								  }
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								  addLight(-1, 2, 4);
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								  addLight( 2, -2, 3);
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								  function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
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								    const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
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								    const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
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								    const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
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								    // compute a unit vector that points in the direction the camera is now
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								    // in the xz plane from the center of the box
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								    const direction = (new THREE.Vector3())
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								        .subVectors(camera.position, boxCenter)
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								        .multiply(new THREE.Vector3(1, 0, 1))
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								        .normalize();
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								    // move the camera to a position distance units way from the center
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								    // in whatever direction the camera was from the center already
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								    camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
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								    // pick some near and far values for the frustum that
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								    // will contain the box.
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								    camera.near = boxSize / 100;
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								    camera.far = boxSize * 100;
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								    camera.updateProjectionMatrix();
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								    // point the camera to look at the center of the box
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								    camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
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								  }
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								  const gltfLoader = new GLTFLoader();
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								  function loadGLTF(url) {
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								    return new Promise((resolve, reject) => {
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								      gltfLoader.load(url, resolve, undefined, reject);
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								    });
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								  }
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								  function waitSeconds(seconds = 0) {
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								    return new Promise(resolve => setTimeout(resolve, seconds * 1000));
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								  }
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								  const fileURLs = [
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								    'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf',  /* threejs.org: url */
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								    'resources/models/3dbustchallange_submission/scene.gltf',            /* threejs.org: url */
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								    'resources/models/mountain_landscape/scene.gltf',                    /* threejs.org: url */
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								    'resources/models/simple_house_scene/scene.gltf',                    /* threejs.org: url */
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								  ];
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								  async function loadFiles() {
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								    for (;;) {
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								      for (const url of fileURLs) {
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								        const resMgr = new ResourceTracker();
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								        const track = resMgr.track.bind(resMgr);
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								        const gltf = await loadGLTF(url);
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								        const root = track(gltf.scene);
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								        scene.add(root);
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								        // compute the box that contains all the stuff
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								        // from root and below
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								        const box = new THREE.Box3().setFromObject(root);
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								        const boxSize = box.getSize(new THREE.Vector3()).length();
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								        const boxCenter = box.getCenter(new THREE.Vector3());
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								        // set the camera to frame the box
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								        frameArea(boxSize * 1.1, boxSize, boxCenter, camera);
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								        await waitSeconds(2);
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								        renderer.render(scene, camera);
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								        resMgr.dispose();
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								        await waitSeconds(1);
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								      }
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								    }
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								  }
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								  loadFiles();
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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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								  function render() {
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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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								    renderer.render(scene, camera);
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								    requestAnimationFrame(render);
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								  }
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								  requestAnimationFrame(render);
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								}
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								main();
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								</script>
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								</html>
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