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							261 lines
						
					
					
						
							7.5 KiB
						
					
					
				
								<!-- 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 - Picking - RayCaster w/Transparency</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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								    </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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								  }
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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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								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 = 200;
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								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								  camera.position.z = 30;
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								  const scene = new THREE.Scene();
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								  scene.background = new THREE.Color('white');
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								  const pickingScene = new THREE.Scene();
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								  pickingScene.background = new THREE.Color(0);
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								  // put the camera on a pole (parent it to an object)
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								  // so we can spin the pole to move the camera around the scene
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								  const cameraPole = new THREE.Object3D();
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								  scene.add(cameraPole);
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								  cameraPole.add(camera);
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								  {
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								    const color = 0xFFFFFF;
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								    const intensity = 1;
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								    const light = new THREE.DirectionalLight(color, intensity);
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								    light.position.set(-1, 2, 4);
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								    camera.add(light);
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								  }
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								  const boxWidth = 1;
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								  const boxHeight = 1;
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								  const boxDepth = 1;
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								  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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								  function rand(min, max) {
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								    if (max === undefined) {
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								      max = min;
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								      min = 0;
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								    }
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								    return min + (max - min) * Math.random();
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								  }
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								  function randomColor() {
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								    return `hsl(${rand(360) | 0}, ${rand(50, 100) | 0}%, 50%)`;
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								  }
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								  const loader = new THREE.TextureLoader();
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								  const texture = loader.load('resources/images/frame.png');
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								  const idToObject = {};
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								  const numObjects = 100;
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								  for (let i = 0; i < numObjects; ++i) {
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								    const id = i + 1;
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								    const material = new THREE.MeshPhongMaterial({
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								      color: randomColor(),
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								      map: texture,
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								      transparent: true,
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								      side: THREE.DoubleSide,
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								      alphaTest: 0.5,
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								    });
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								    const cube = new THREE.Mesh(geometry, material);
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								    scene.add(cube);
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								    idToObject[id] = cube;
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								    cube.position.set(rand(-20, 20), rand(-20, 20), rand(-20, 20));
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								    cube.rotation.set(rand(Math.PI), rand(Math.PI), 0);
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								    cube.scale.set(rand(3, 6), rand(3, 6), rand(3, 6));
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								    const pickingMaterial = new THREE.MeshPhongMaterial({
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								      emissive: new THREE.Color(id),
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								      color: new THREE.Color(0, 0, 0),
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								      specular: new THREE.Color(0, 0, 0),
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								      map: texture,
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								      transparent: true,
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								      side: THREE.DoubleSide,
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								      alphaTest: 0.5,
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								      blending: THREE.NoBlending,
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								    });
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								    const pickingCube = new THREE.Mesh(geometry, pickingMaterial);
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								    pickingScene.add(pickingCube);
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								    pickingCube.position.copy(cube.position);
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								    pickingCube.rotation.copy(cube.rotation);
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								    pickingCube.scale.copy(cube.scale);
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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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								  class GPUPickHelper {
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								    constructor() {
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								      // create a 1x1 pixel render target
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								      this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
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								      this.pixelBuffer = new Uint8Array(4);
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								      this.pickedObject = null;
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								      this.pickedObjectSavedColor = 0;
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								    }
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								    pick(cssPosition, scene, camera, time) {
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								      const {pickingTexture, pixelBuffer} = this;
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								      // restore the color if there is a picked object
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								      if (this.pickedObject) {
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								        this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
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								        this.pickedObject = undefined;
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								      }
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								      // set the view offset to represent just a single pixel under the mouse
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								      const pixelRatio = renderer.getPixelRatio();
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								      camera.setViewOffset(
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								          renderer.getContext().drawingBufferWidth,   // full width
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								          renderer.getContext().drawingBufferHeight,  // full top
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								          cssPosition.x * pixelRatio | 0,             // rect x
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								          cssPosition.y * pixelRatio | 0,             // rect y
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								          1,                                          // rect width
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								          1,                                          // rect height
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								      );
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								      // render the scene
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								      renderer.setRenderTarget(pickingTexture);
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								      renderer.render(scene, camera);
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								      renderer.setRenderTarget(null);
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								      // clear the view offset so rendering returns to normal
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								      camera.clearViewOffset();
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								      //read the pixel
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								      renderer.readRenderTargetPixels(
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								          pickingTexture,
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								          0,   // x
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								          0,   // y
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								          1,   // width
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								          1,   // height
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								          pixelBuffer);
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								      const id =
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								          (pixelBuffer[0] << 16) |
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								          (pixelBuffer[1] <<  8) |
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								          (pixelBuffer[2]      );
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								      const intersectedObject = idToObject[id];
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								      if (intersectedObject) {
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								        // pick the first object. It's the closest one
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								        this.pickedObject = intersectedObject;
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								        // save its color
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								        this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
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								        // set its emissive color to flashing red/yellow
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								        this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
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								      }
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								    }
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								  }
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								  const pickPosition = {x: 0, y: 0};
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								  const pickHelper = new GPUPickHelper();
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								  clearPickPosition();
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								  function render(time) {
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								    time *= 0.001;  // convert to seconds;
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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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								    cameraPole.rotation.y = time * .1;
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								    pickHelper.pick(pickPosition, pickingScene, camera, time);
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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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								  function getCanvasRelativePosition(event) {
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								    const rect = canvas.getBoundingClientRect();
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								    return {
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								      x: (event.clientX - rect.left) * canvas.width  / rect.width,
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								      y: (event.clientY - rect.top ) * canvas.height / rect.height,
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								    };
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								  }
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								  function setPickPosition(event) {
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								    const pos = getCanvasRelativePosition(event);
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								    pickPosition.x = pos.x;
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								    pickPosition.y = pos.y;
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								  }
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								  function clearPickPosition() {
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								    // unlike the mouse which always has a position
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								    // if the user stops touching the screen we want
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								    // to stop picking. For now we just pick a value
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								    // unlikely to pick something
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								    pickPosition.x = -100000;
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								    pickPosition.y = -100000;
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								  }
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								  window.addEventListener('mousemove', setPickPosition);
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								  window.addEventListener('mouseout', clearPickPosition);
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								  window.addEventListener('mouseleave', clearPickPosition);
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								  window.addEventListener('touchstart', (event) => {
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								    // prevent the window from scrolling
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								    event.preventDefault();
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								    setPickPosition(event.touches[0]);
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								  }, {passive: false});
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								  window.addEventListener('touchmove', (event) => {
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								    setPickPosition(event.touches[0]);
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								  });
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								  window.addEventListener('touchend', clearPickPosition);
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								}
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								main();
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								</script>
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								</html>
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