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							159 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 - Textured Cube - Adjustments</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 {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 = 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 loader = new THREE.TextureLoader();
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								  const texture = loader.load('resources/images/wall.jpg');
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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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								  class DegRadHelper {
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								    constructor(obj, prop) {
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								      this.obj = obj;
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								      this.prop = prop;
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								    }
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								    get value() {
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								      return THREE.MathUtils.radToDeg(this.obj[this.prop]);
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								    }
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								    set value(v) {
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								      this.obj[this.prop] = THREE.MathUtils.degToRad(v);
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								    }
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								  }
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								  class StringToNumberHelper {
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								    constructor(obj, prop) {
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								      this.obj = obj;
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								      this.prop = prop;
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								    }
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								    get value() {
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								      return this.obj[this.prop];
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								    }
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								    set value(v) {
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								      this.obj[this.prop] = parseFloat(v);
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								    }
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								  }
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								  const wrapModes = {
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								    'ClampToEdgeWrapping': THREE.ClampToEdgeWrapping,
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								    'RepeatWrapping': THREE.RepeatWrapping,
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								    'MirroredRepeatWrapping': THREE.MirroredRepeatWrapping,
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								  };
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								  function updateTexture() {
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								    texture.needsUpdate = true;
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								  }
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								  const gui = new GUI();
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								  gui.add(new StringToNumberHelper(texture, 'wrapS'), 'value', wrapModes)
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								    .name('texture.wrapS')
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								    .onChange(updateTexture);
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								  gui.add(new StringToNumberHelper(texture, 'wrapT'), 'value', wrapModes)
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								    .name('texture.wrapT')
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								    .onChange(updateTexture);
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								  gui.add(texture.repeat, 'x', 0, 5, .01).name('texture.repeat.x');
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								  gui.add(texture.repeat, 'y', 0, 5, .01).name('texture.repeat.y');
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								  gui.add(texture.offset, 'x', -2, 2, .01).name('texture.offset.x');
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								  gui.add(texture.offset, 'y', -2, 2, .01).name('texture.offset.y');
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								  gui.add(texture.center, 'x', -.5, 1.5, .01).name('texture.center.x');
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								  gui.add(texture.center, 'y', -.5, 1.5, .01).name('texture.center.y');
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								  gui.add(new DegRadHelper(texture, 'rotation'), 'value', -360, 360)
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								    .name('texture.rotation');
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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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								    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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