[-] Remove lowercased home file
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@@ -1,101 +0,0 @@
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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/MouseTracker";
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import {circle} from "@/animation/Helpers";
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let renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.PerspectiveCamera
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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: 10,
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smooth: {},
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}
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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 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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lineSegments.computeLineDistances()
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objects.push(lineSegments)
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scene.add(lineSegments)
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scene.add(circle(0xffff00, 0, 5))
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scene.add(circle(0xff00ff, 1, 4))
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scene.add(circle(0x0000ff, 2, 3))
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scene.add(circle(0x00ffff, 3, 2))
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scene.add(circle(0xff0000, 4, 1))
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}
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function update(): void
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{
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const time = Date.now() * 0.001;
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camera.position.x = moused.x * config.mouseFactor
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camera.position.y = moused.y * config.mouseFactor
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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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}
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// ///////////////////
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// Three.js meta code
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/**
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* Start the three.js rendering engine
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*
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* @param id: Canvas element id
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*/
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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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camera.position.set(0, 0, 200)
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camera.lookAt(0, 0, 0)
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// @ts-ignore Create WebGL Renderer
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renderer = new THREE.WebGLRenderer({canvas: document.getElementById(id), antialias: true})
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onWindowResize()
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window.addEventListener('resize', onWindowResize)
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init()
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initMouseTracker()
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animate()
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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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camera.updateProjectionMatrix()
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renderer.setPixelRatio(window.devicePixelRatio)
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renderer.setSize(window.innerWidth, window.innerHeight)
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}
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function animate(): void
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{
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requestAnimationFrame(animate)
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update()
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renderer.render(scene, camera)
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}
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