[+] Lights
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+10
-8
@@ -1,16 +1,16 @@
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<!DOCTYPE html>
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<html lang="">
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<head>
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<meta charset="utf-8">
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<meta content="IE=edge" http-equiv="X-UA-Compatible">
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<meta content="width=device-width,initial-scale=1.0" name="viewport">
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<link href="<%= BASE_URL %>favicon.ico" rel="icon">
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<title><%= htmlWebpackPlugin.options.title %></title>
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<meta charset="utf-8">
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<meta content="IE=edge" http-equiv="X-UA-Compatible">
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<meta content="width=device-width,initial-scale=1.0" name="viewport">
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<link href="<%= BASE_URL %>favicon.ico" rel="icon">
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<title><%= htmlWebpackPlugin.options.title %></title>
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</head>
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<body>
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<noscript>
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<strong>We're sorry but <%= htmlWebpackPlugin.options.title %> doesn't work properly without
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JavaScript enabled. Please enable it to continue.</strong>
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<strong>We're sorry but <%= htmlWebpackPlugin.options.title %> doesn't work properly without
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JavaScript enabled. Please enable it to continue.</strong>
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</noscript>
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<div id="app"></div>
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<!-- built files will be auto injected -->
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@@ -18,6 +18,8 @@
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<style>
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/* Load this last */
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* { transition: all .25s ease }
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* {
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transition: all .25s ease
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}
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</style>
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</html>
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@@ -0,0 +1,30 @@
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import {Color} from "three";
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/**
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* Configurations
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*/
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export const config = {
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background: '#333',
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// Field of vision and cutoff frustum for near and far
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cam: {fov: 50, near: 1, far: 5000},
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// Mouse movement factor
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mouseFactor: 20,
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// Smooth movements (speeds are in terms of pixels per ms)
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smooth: {mouseSpeed: 10 * window.devicePixelRatio},
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// Debug mode
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debug: true
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}
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export const colors = {
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sky: {
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top: new Color('#3284ff'),
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bottom: new Color('#ffffff'),
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ground: new Color('#ffc87f'),
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dirLight: new Color('#fff4e5')
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},
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}
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@@ -37,12 +37,13 @@ export function box(width: number, height: number, depth: number): THREE.BufferG
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* @param color
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* @param z
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* @param r
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* @param hollow
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*/
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export function circle(color: number, z: number, r: number): THREE.Mesh
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export function circle(color: number, z: number, r: number, hollow = false): THREE.Object3D
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{
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const geometry = new THREE.CircleGeometry(r, 32)
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const material = new THREE.MeshBasicMaterial({color})
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const circle = new THREE.Mesh(geometry, material)
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const circle = hollow ? new THREE.Line(geometry, material) : new THREE.Mesh(geometry, material)
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circle.position.z = z
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return circle
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}
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+54
-30
@@ -1,40 +1,33 @@
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import * as THREE from 'three'
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import * as helper from "@/animation/Helpers";
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import {initMouseTracker, moused} from "@/animation/Trackers";
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import {circle} from "@/animation/Helpers";
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import * as helper from "@/animation/Helpers"
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import {circle} from "@/animation/Helpers"
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import {initMouseTracker, moused} from "@/animation/Trackers"
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import {addDirLight, addGround, addHemiLight, addSky} from "@/animation/Shaders"
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import {colors, config} from "@/animation/Config"
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let renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.PerspectiveCamera
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const clock = new THREE.Clock()
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const objects = []
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const config = {
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background: '#333',
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// Field of vision and cutoff frustum for near and far
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cam: {fov: 50, near: 1, far: 2000},
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// Mouse movement factor
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mouseFactor: 20,
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// Smooth movements (speeds are in terms of pixels per ms)
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smooth: {mouseSpeed: 10 * window.devicePixelRatio},
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}
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const objects: { [id: string]: THREE.Object3D } = {}
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// ////////////////////
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// Three.js scene code
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function init(): void
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{
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const geometryBox = helper.box(50, 50, 50);
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const geometryBox = helper.box(50, 50, 50)
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const lineSegments = new THREE.LineSegments(geometryBox, new THREE.LineDashedMaterial({
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color: 0xffaa00,
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dashSize: 3,
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gapSize: 1
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}));
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}))
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lineSegments.computeLineDistances()
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objects.push(lineSegments)
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const cursor = circle(0xffaa00, 100, 1)
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objects.cursor = cursor
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scene.add(cursor)
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objects.box = lineSegments
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scene.add(lineSegments)
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scene.add(circle(0xffff00, 0, 5))
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@@ -59,16 +52,25 @@ function pn(b: boolean): number
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*/
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function update(dt: number): void
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{
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smoothBuffer.cam.x = moused.x * config.mouseFactor
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smoothBuffer.cam.y = moused.y * config.mouseFactor
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// objects['cursor'].position.set(moused.x, moused.y, 150)
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const vector = new THREE.Vector3(moused.x, moused.y, 0.5)
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vector.unproject(camera)
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const dir = vector.sub(camera.position).normalize()
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const distance = -camera.position.z / dir.z
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const pos = camera.position.clone().add(dir.multiplyScalar(distance))
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objects.cursor.position.copy(pos)
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// smoothBuffer.cam.x = moused.x * config.mouseFactor
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// smoothBuffer.cam.y = moused.y * config.mouseFactor
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smoothUpdate()
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// const time = Date.now() * 0.001
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// scene.traverse((object) =>
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// {
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// object.rotation.x = 0.25 * time;
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// object.rotation.y = 0.25 * time;
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// });
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// object.rotation.x = 0.25 * time
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// object.rotation.y = 0.25 * time
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// })
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function smoothUpdate(): void
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{
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@@ -79,11 +81,21 @@ function update(dt: number): void
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// Target position
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const tp = smoothBuffer.cam
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if (Math.abs(cp.x - tp.x) > delta) { cp.x = cp.x + delta * pn(cp.x < tp.x) }
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else { cp.x = tp.x }
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if (Math.abs(cp.x - tp.x) > delta)
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{
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cp.x = cp.x + delta * pn(cp.x < tp.x)
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} else
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{
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cp.x = tp.x
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}
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if (Math.abs(cp.y - tp.y) > delta) { cp.y = cp.y + delta * pn(cp.y < tp.y) }
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else { cp.y = tp.y }
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if (Math.abs(cp.y - tp.y) > delta)
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{
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cp.y = cp.y + delta * pn(cp.y < tp.y)
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} else
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{
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cp.y = tp.y
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}
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}
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}
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@@ -99,7 +111,6 @@ export function start(id: string): void
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{
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scene = new THREE.Scene()
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scene.background = new THREE.Color(config.background)
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// Create camera
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camera = new THREE.PerspectiveCamera(config.cam.fov, window.innerWidth / window.innerHeight,
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config.cam.near, config.cam.far)
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@@ -111,11 +122,24 @@ export function start(id: string): void
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onWindowResize()
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window.addEventListener('resize', onWindowResize)
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addLights()
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init()
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initMouseTracker()
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animate()
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}
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function addLights(): void
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{
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objects.hemiLight = addHemiLight(scene)
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objects.dirLight = addDirLight(scene)
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objects.ground = addGround(scene)
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objects.sky = addSky(scene)
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renderer.outputEncoding = THREE.sRGBEncoding
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renderer.shadowMap.enabled = true
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}
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function onWindowResize()
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{
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camera.aspect = window.innerWidth / window.innerHeight
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@@ -0,0 +1,118 @@
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import * as THREE from 'three'
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import {colors, config} from "@/animation/Config";
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import {DirectionalLight, HemisphereLight, Mesh} from "three";
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export const vertexShader = `
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varying vec3 vWorldPosition;
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void main() {
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vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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vWorldPosition = worldPosition.xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`;
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export const fragmentShader = `
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uniform vec3 topColor;
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uniform vec3 bottomColor;
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uniform float offset;
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uniform float exponent;
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varying vec3 vWorldPosition;
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void main() {
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float h = normalize( vWorldPosition + offset ).y;
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gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
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}`;
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/**
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* Create sky dome
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* @param scene
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*/
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export function addSky(scene: THREE.Scene): Mesh
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{
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const uniforms = {
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"topColor": { value: colors.sky.top },
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"bottomColor": { value: colors.sky.bottom },
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"offset": { value: 33 },
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"exponent": { value: 0.6 }
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}
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const skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
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const skyMat = new THREE.ShaderMaterial({
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uniforms: uniforms,
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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side: THREE.BackSide
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});
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const sky = new THREE.Mesh(skyGeo, skyMat)
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scene.add(sky)
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scene.fog = new THREE.Fog(colors.sky.bottom, 1, 5000)
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return sky
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}
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/**
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* Create ground
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* @param scene
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*/
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export function addGround(scene: THREE.Scene): Mesh
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{
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const groundGeo = new THREE.PlaneGeometry(10000, 10000)
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const groundMat = new THREE.MeshLambertMaterial({color: colors.sky.ground})
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const ground = new THREE.Mesh(groundGeo, groundMat)
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ground.position.y = -33
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ground.rotation.x = -Math.PI / 2
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ground.receiveShadow = true
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scene.add(ground)
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return ground
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}
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/**
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* Add hemisphere light
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* @param scene
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*/
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export function addHemiLight(scene: THREE.Scene): HemisphereLight
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{
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const hemiLight = new THREE.HemisphereLight(colors.sky.top, colors.sky.ground, 0.6)
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hemiLight.position.set(0, 50, 0)
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scene.add(hemiLight)
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if (config.debug) scene.add(new THREE.HemisphereLightHelper(hemiLight, 10))
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return hemiLight
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}
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/**
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* Add directional light
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* @param scene
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*/
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export function addDirLight(scene: THREE.Scene): DirectionalLight
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{
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// Directional light
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const dirLight = new THREE.DirectionalLight(colors.sky.dirLight, 1)
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dirLight.position.set(-1, 1.75, 1)
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dirLight.position.multiplyScalar(30)
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scene.add(dirLight)
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dirLight.castShadow = true
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dirLight.shadow.mapSize.width = 2048
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dirLight.shadow.mapSize.height = 2048
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const d = 50
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dirLight.shadow.camera.left = -d
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dirLight.shadow.camera.right = d
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dirLight.shadow.camera.top = d
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dirLight.shadow.camera.bottom = -d
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dirLight.shadow.camera.far = 3500
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dirLight.shadow.bias = -0.0001
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if (config.debug) scene.add(new THREE.DirectionalLightHelper(dirLight, 10))
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return dirLight
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}
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