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							258 lines
						
					
					
						
							7.3 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 - WebXR - Look to Select w/cursor</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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								    "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 {VRButton} from 'three/addons/webxr/VRButton.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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								  renderer.xr.enabled = true;
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								  document.body.appendChild(VRButton.createButton(renderer));
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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 = 50;
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								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								  camera.position.set(0, 1.6, 0);
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								  const scene = new THREE.Scene();
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								  {
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								    const loader = new THREE.CubeTextureLoader();
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								    const texture = loader.load([
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								      'resources/images/grid-1024.png',
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								      'resources/images/grid-1024.png',
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								      'resources/images/grid-1024.png',
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								      'resources/images/grid-1024.png',
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								      'resources/images/grid-1024.png',
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								      'resources/images/grid-1024.png',
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								    ]);
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								    scene.background = texture;
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								  }
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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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								    scene.add(light);
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								  }
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								  function makeDataTexture(data, width, height) {
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								    const texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat);
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								    texture.minFilter = THREE.NearestFilter;
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								    texture.magFilter = THREE.NearestFilter;
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								    texture.needsUpdate = true;
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								    return texture;
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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 boxGeometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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								  const sphereRadius = 0.5;
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								  const sphereGeometry = new THREE.SphereGeometry(sphereRadius);
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								  function makeInstance(geometry, color, x) {
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								    const material = new THREE.MeshPhongMaterial({color});
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								    const cube = new THREE.Mesh(geometry, material);
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								    scene.add(cube);
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								    cube.position.x = x;
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								    cube.position.y = 1.6;
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								    cube.position.z = -2;
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								    return cube;
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								  }
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								  const meshToMeshMap = new Map();
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								  [
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								    { x:  0, boxColor: 0x44aa88, sphereColor: 0xFF4444, },
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								    { x:  2, boxColor: 0x8844aa, sphereColor: 0x44FF44, },
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								    { x: -2, boxColor: 0xaa8844, sphereColor: 0x4444FF, },
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								  ].forEach((info) => {
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								    const {x, boxColor, sphereColor} = info;
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								    const sphere = makeInstance(sphereGeometry, sphereColor, x);
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								    const box = makeInstance(boxGeometry, boxColor, x);
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								    // hide the sphere
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								    sphere.visible = false;
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								    // map the sphere to the box
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								    meshToMeshMap.set(box, sphere);
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								    // map the box to the sphere
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								    meshToMeshMap.set(sphere, box);
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								  });
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								  class PickHelper {
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								    constructor(camera) {
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								      this.raycaster = new THREE.Raycaster();
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								      this.pickedObject = null;
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								      this.pickedObjectSavedColor = 0;
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								      const cursorColors = new Uint8Array([
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								        64, 64, 64, 64,       // dark gray
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								        255, 255, 255, 255,   // white
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								      ]);
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								      this.cursorTexture = makeDataTexture(cursorColors, 2, 1);
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								      const ringRadius = 0.4;
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								      const tubeRadius = 0.1;
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								      const tubeSegments = 4;
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								      const ringSegments = 64;
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								      const cursorGeometry = new THREE.TorusGeometry(
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								          ringRadius, tubeRadius, tubeSegments, ringSegments);
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								      const cursorMaterial = new THREE.MeshBasicMaterial({
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								        color: 'white',
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								        map: this.cursorTexture,
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								        transparent: true,
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								        blending: THREE.CustomBlending,
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								        blendSrc: THREE.OneMinusDstColorFactor,
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								        blendDst: THREE.OneMinusSrcColorFactor,
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								      });
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								      const cursor = new THREE.Mesh(cursorGeometry, cursorMaterial);
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								      camera.add(cursor);
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								      cursor.position.z = -1;
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								      const scale = 0.05;
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								      cursor.scale.set(scale, scale, scale);
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								      this.cursor = cursor;
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								      this.selectTimer = 0;
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								      this.selectDuration = 2;
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								      this.lastTime = 0;
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								    }
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								    pick(normalizedPosition, scene, camera, time) {
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								      const elapsedTime = time - this.lastTime;
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								      this.lastTime = time;
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								      const lastPickedObject = this.pickedObject;
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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 = undefined;
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								      }
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								      // cast a ray through the frustum
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								      this.raycaster.setFromCamera(normalizedPosition, camera);
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								      // get the list of objects the ray intersected
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								      const intersectedObjects = this.raycaster.intersectObjects(scene.children);
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								      if (intersectedObjects.length) {
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								        // pick the first object. It's the closest one
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								        this.pickedObject = intersectedObjects[0].object;
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								      }
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								      // show or hide cursor
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								      this.cursor.visible = this.pickedObject ? true : false;
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								      let selected = false;
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								      // if we're looking at the same object as before
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								      // increment time select timer
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								      if (this.pickedObject && lastPickedObject === this.pickedObject) {
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								        this.selectTimer += elapsedTime;
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								        if (this.selectTimer >= this.selectDuration) {
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								          this.selectTimer = 0;
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								          selected = true;
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								        }
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								      } else {
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								        this.selectTimer = 0;
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								      }
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								      // set cursor material to show the timer state
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								      const fromStart = 0;
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								      const fromEnd = this.selectDuration;
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								      const toStart = -0.5;
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								      const toEnd = 0.5;
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								      this.cursorTexture.offset.x = THREE.MathUtils.mapLinear(
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								          this.selectTimer,
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								          fromStart, fromEnd,
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								          toStart, toEnd);
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								      return selected ? this.pickedObject : undefined;
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								    }
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								  }
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								  const pickHelper = new PickHelper(camera);
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								  scene.add(camera);
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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(time) {
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								    time *= 0.001;
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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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								    let ndx = 0;
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								    for (const mesh of meshToMeshMap.keys()) {
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								      const speed = 1 + ndx * .1;
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								      const rot = time * speed;
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								      mesh.rotation.x = rot;
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								      mesh.rotation.y = rot;
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								      ++ndx;
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								    }
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								    // 0, 0 is the center of the view in normalized coordinates.
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								    const selectedObject = pickHelper.pick({x: 0, y: 0}, scene, camera, time);
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								    if (selectedObject) {
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								      selectedObject.visible = false;
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								      const partnerObject = meshToMeshMap.get(selectedObject);
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								      partnerObject.visible = true;
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								    }
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								    renderer.render(scene, camera);
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								  }
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								  renderer.setAnimationLoop(render);
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								}
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								main();
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								</script>
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								</html>
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