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							168 lines
						
					
					
						
							4.2 KiB
						
					
					
				
			
		
		
		
			
			
			
				
					
				
				
					
				
			
		
		
	
	
							168 lines
						
					
					
						
							4.2 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 - Canvas Textured Cube</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 = 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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								  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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								  const cubes = [];  // just an array we can use to rotate the cubes
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								  const ctx = document.createElement('canvas').getContext('2d');
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								  ctx.canvas.width = 256;
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								  ctx.canvas.height = 256;
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								  ctx.fillStyle = '#FFF';
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								  ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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								  const texture = new THREE.CanvasTexture(ctx.canvas);
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								  const material = new THREE.MeshBasicMaterial({
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								    map: texture,
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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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								  cubes.push(cube);  // add to our list of cubes to rotate
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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 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 Math.random() * (max - min) + min;
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								  }
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								  function randVelocity() {
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								    return rand(2, 4) * (rand(2) < 1 ? -1 : 1);
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								  }
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								  const maxLines = 60;
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								  const points = [
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								    { position: [rand(256), rand(256)], direction: [randVelocity(), randVelocity()]},
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								    { position: [rand(256), rand(256)], direction: [randVelocity(), randVelocity()]},
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								  ];
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								  const lineHistory = [];
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								  let lineCursor = 0;
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								  function drawCurrentLine() {
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								    const line = lineHistory[lineCursor];
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								    ctx.beginPath();
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								    ctx.moveTo(...line[0]);
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								    ctx.lineTo(...line[1]);
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								    ctx.stroke();
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								  }
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								  function drawLines(time) {
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								    points.forEach((point) => {
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								      point.position.forEach((position, ndx) => {
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								        const newPosition = position + point.direction[ndx];
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								        if (newPosition > 255) {
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								          point.direction[ndx] = rand(-2, -4);
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								        } else if (newPosition < 0) {
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								          point.direction[ndx] = rand( 2,  4);
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								        }
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								        point.position[ndx] = newPosition;
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								      });
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								    });
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								    if (lineHistory.length === maxLines) {
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								      ctx.lineWidth = 3;
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								      ctx.strokeStyle = '#FFF';
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								      drawCurrentLine();
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								    }
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								    lineHistory[lineCursor] = points.map(point => point.position.slice());
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								    ctx.lineWidth = 1;
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								    ctx.strokeStyle = hsl(time, 1, .5);
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								    drawCurrentLine();
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								    lineCursor = (lineCursor + 1) % maxLines;
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								  }
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								  function hsl(h, s, l) {
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								    return `hsl(${h * 360 | 0},${s * 100 | 0}%,${l * 100 | 0}%)`;
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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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								    drawLines(time * 0.1);
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								    texture.needsUpdate = true;
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								    cubes.forEach((cube, ndx) => {
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								      const speed = .2 + ndx * .1;
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								      const rot = time * speed;
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								      cube.rotation.x = rot;
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								      cube.rotation.y = rot;
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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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