1 | <!DOCTYPE html>
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2 |
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3 | <html lang="en"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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4 |
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5 | <title>three.js webgl - 3D Flag hhh</title>
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6 | <meta charset="utf-8">
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7 | <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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8 | <head>
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9 | <link rel="stylesheet" type="text/css" href="CSS/button.css">
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10 | <link href='http://fonts.googleapis.com/css?family=Permanent+Marker' rel='stylesheet' type='text/css'>
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11 | <style>
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12 | body {
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13 | font-family: Monospace;
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14 | background-color: #000;
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15 | color: #000;
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16 | margin: 0px;
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17 | overflow: hidden;
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18 | position: fixed;
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19 | }
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20 |
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21 | #info {
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22 | text-align: center;
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23 | padding: 10px;
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24 | z-index: 10;
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25 | width: 100%;
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26 | position: absolute;
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27 | top: 10%;
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28 | }
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29 |
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30 | a {
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31 | text-decoration: underline;
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32 | cursor: pointer;
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33 | }
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34 |
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35 | </style>
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36 | <style type="text/css"></style></head>
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37 |
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38 | <body>
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39 | <div id="info" style="color : white">
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40 | Toggle: <a onclick="fine = !fine;">Sunny</a> |
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41 | <a onclick="wind = !wind;">Wind</a> |
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42 | <a onclick="raining = !raining;">Rain</a> |
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43 | <a class="myButton" onclick="snowing = !snowing;">Snow</a>
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44 |
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45 | </div>
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46 |
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47 | <script type="text/javascript" src="./Flag_files/Three.js"></script>
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48 | <script type="text/javascript" src="./Flag_files/Detector.js"></script>
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49 | <script type="text/javascript" src="./Flag_files/Stats.js"></script>
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50 | <script type="text/javascript" src="./Flag_files/Flag.js"></script>
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51 | <script type="text/javascript" src="./Flag_files/OrbitControls.js"></script>
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52 | <script type="text/javascript" src="./weather/weather.js"></script>
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53 | <script type="text/javascript" src="./weather/rain.js"></script>
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54 | <script type="text/javascript" src="./weather/snow.js"></script>
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55 |
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56 | <script type="text/javascript" src="./Flag_files/KeyboardState.js"></script>
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57 |
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58 | <script type="x-shader/x-fragment" id="fragmentShaderDepth">
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59 |
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60 | uniform sampler2D texture;
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61 | varying vec2 vUV;
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62 |
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63 | vec4 pack_depth( const in float depth ) {
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64 |
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65 | const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
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66 | const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
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67 | vec4 res = fract( depth * bit_shift );
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68 | res -= res.xxyz * bit_mask;
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69 | return res;
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70 |
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71 | }
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72 |
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73 | void main() {
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74 |
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75 | vec4 pixel = texture2D( texture, vUV );
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76 |
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77 | if ( pixel.a < 0.5 ) discard;
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78 |
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79 | gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
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80 |
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81 | }
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82 | </script>
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83 |
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84 | <script type="x-shader/x-vertex" id="vertexShaderDepth">
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85 |
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86 | varying vec2 vUV;
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87 |
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88 | void main() {
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89 |
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90 | vUV = 0.75 * uv;
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91 |
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92 | vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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93 |
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94 | gl_Position = projectionMatrix * mvPosition;
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95 |
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96 | }
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97 |
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98 | </script>
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99 |
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100 | <script type="text/javascript">
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101 | var keyboard = new KeyboardState();
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102 | var clothTextures = [];
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103 |
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104 | var initial = true;
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105 |
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106 | var pins = [];
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107 | for (var j=0;j<=cloth.h;j++){
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108 | pins.push(cloth.index(0, j));
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109 | }
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110 | /* Light variables */
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111 | var light;
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112 |
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113 | /* Weather variables */
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114 | var weatherSystem;
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115 | var raining = false;
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116 | var snowing = false;
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117 | var snowSystem;
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118 | var rainSystem;
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119 |
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120 | /* Mouse variables */
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121 | var mouseX;
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122 | var mouseY;
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123 | var clickPos = '';
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124 | var mouseDown = false;
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125 |
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126 | if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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127 |
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128 | var container, stats;
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129 | var camera, scene, renderer;
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130 |
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131 | var cameraRot = 90;
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132 | var cameraElevation = 0;
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133 | var controls;
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134 |
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135 | var clothGeometry;
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136 |
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137 | var object, tmpFlag, arrow;
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138 |
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139 | var rotate = false;
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140 |
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141 | // array for holding existing flags
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142 |
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143 | var flags = ["./images/flag.png", "./images/flag2.png", "./images/canada.png"];
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144 | var flagSelector = 0;
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145 | var materials;
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146 | var vertexShader;
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147 | var fragmentShader;
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148 | var uniforms;
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149 |
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150 | init();
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151 | animate();
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152 |
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153 | function init() {
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154 |
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155 | container = document.createElement( 'div' );
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156 | document.body.appendChild( container );
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157 |
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158 |
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159 |
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160 | // scene
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161 |
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162 | scene = new THREE.Scene();
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163 |
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164 | scene.fog = new THREE.Fog( 0x404040, 500, 10000 );
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165 | scene.fog.color.setHSL( 0.1, 0.1, 0.8 );
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166 |
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167 | // camera
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168 |
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169 | camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 10000 );
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170 | camera.position.y = 50;
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171 | camera.position.z = 1500;
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172 | scene.add( camera );
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173 | controls = new THREE.OrbitControls( camera );
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174 | controls.addEventListener( 'change', render );
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175 |
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176 | // lights
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177 |
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178 | scene.add( new THREE.AmbientLight( 0x404040 ) );
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179 |
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180 | light = new THREE.DirectionalLight( 0xffffff, 1 );
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181 | light.color.setHSL( 0.6, 0.125, 1 );
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182 | light.position.set( 50, 200, 100 );
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183 | light.position.multiplyScalar( 1.3 );
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184 |
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185 | light.castShadow = true;
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186 | light.shadowCameraVisible = false;
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187 |
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188 | light.shadowMapWidth = 2048;
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189 | light.shadowMapHeight = 2048;
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190 |
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191 | var d = 200;
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192 |
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193 | light.shadowCameraLeft = -d;
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194 | light.shadowCameraRight = d;
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195 | light.shadowCameraTop = d;
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196 | light.shadowCameraBottom = -d;
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197 |
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198 | light.shadowCameraFar = 1000;
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199 | light.shadowDarkness = 0.5;
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200 |
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201 | scene.add( light );
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202 |
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203 | /*light = new THREE.DirectionalLight( 0xffffff, 1.25 );
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204 | light.color.setHSL( 0.3, 0.95, 1 );
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205 | light.position.set( 0, -1, 0 );*/
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206 |
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207 | //scene.add( light );
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208 |
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209 | /* Weather init */
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210 |
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211 | rainSystem = new rain();
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212 | snowSystem = new snow();
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213 | weatherSystem = new weatherSystem(scene);
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214 |
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215 | /* ------------------ */
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216 |
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217 | // load flag textures
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218 | var i;
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219 |
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220 | for(i = 0; i < flags.length; i++){
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221 | clothTextures[i] = THREE.ImageUtils.loadTexture( flags[i] );
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222 | //clothTextures[i].needsUpdate = true;
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223 | clothTextures[i].wrapS = clothTextures[i].wrapT = THREE.RepeatWrapping;
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224 | clothTextures[i].anisotropy = 16;
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225 | }
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226 | createFlag();
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227 |
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228 | // weather
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229 |
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230 | // arrow
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231 |
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232 | arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50, 0xff0000 );
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233 | arrow.position.set( -200, -50, -200 );
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234 | scene.add( arrow );
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235 |
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236 |
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237 |
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238 | // ground
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239 |
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240 | var initColor = new THREE.Color( 0x00ff00 );
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241 | initColor.setHSL( 0.3, 0.85, 0.8 );
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242 | var initTexture = THREE.ImageUtils.generateDataTexture( 1, 1, initColor );
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243 |
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244 | var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, map: initTexture, perPixel: true } );
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245 |
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246 | var groundTexture = THREE.ImageUtils.loadTexture( "./images/grass.jpg", undefined, function() { groundMaterial.map = groundTexture } );
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247 | groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
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248 | groundTexture.repeat.set( 32, 32 );
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249 | groundTexture.anisotropy = 16;
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250 |
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251 | var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 20000, 20000 ), groundMaterial );
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252 | mesh.position.y = -250;
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253 | mesh.rotation.x = - Math.PI / 2;
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254 | mesh.receiveShadow = true;
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255 | scene.add( mesh );
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256 |
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257 | // poles
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258 |
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259 | var poleGeo = new THREE.BoxGeometry( 5, 750, 5 );
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260 | var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 100, perPixel: true } );
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261 |
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262 | var mesh = new THREE.Mesh( poleGeo, poleMat );
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263 | mesh.position.y = -25; //-250
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264 | mesh.position.x = 0;
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265 | mesh.receiveShadow = true;
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266 | mesh.castShadow = false;
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267 | scene.add( mesh );
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268 |
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269 |
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270 | var gg = new THREE.BoxGeometry( 10, 10, 10 );
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271 | var mesh = new THREE.Mesh( gg, poleMat );
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272 | mesh.position.y = -250;
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273 | mesh.position.x = 0; //125
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274 | mesh.receiveShadow = true;
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275 | mesh.castShadow = false;
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276 | scene.add( mesh );
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277 |
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278 |
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279 | //
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280 | renderer = new THREE.WebGLRenderer( { antialias: true } );
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281 | renderer.setSize( window.innerWidth, window.innerHeight );
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282 | renderer.setClearColor( scene.fog.color );
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283 |
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284 | container.appendChild( renderer.domElement );
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285 |
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286 | renderer.gammaInput = true;
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287 | renderer.gammaOutput = true;
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288 | renderer.physicallyBasedShading = true;
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289 |
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290 | renderer.shadowMapEnabled = true;
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291 |
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292 | //
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293 |
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294 | stats = new Stats();
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295 | stats.domElement.style.position = 'absolute';
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296 | stats.domElement.style.top = '0px';
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297 | container.appendChild( stats.domElement );
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298 |
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299 | stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
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300 | stats.domElement.children[ 0 ].style.background = "transparent";
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301 | stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
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302 |
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303 | //
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304 |
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305 | window.addEventListener( 'resize', onWindowResize, false );
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306 |
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307 | }
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308 |
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309 | //
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310 | var flag_toggle = 0;
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311 |
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312 | function createFlag() {
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313 |
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314 | if(initial){
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315 |
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316 | // create materials
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317 | materials = [
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318 | new THREE.MeshLambertMaterial( {specular: 0x030303, fog: false, emissive: 0x111111, shininess: 10, map: clothTextures[0], side: THREE.DoubleSide } ),
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319 | ];
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320 |
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321 | // cloth geometry
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322 |
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323 | clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h, true );
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324 | clothGeometry.dynamic = true;
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325 | clothGeometry.computeFaceNormals();
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326 |
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327 | uniforms = { texture: { type: "t", value: 0, texture: clothTextures[0] } };
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328 | vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
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329 | fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
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330 |
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331 | // cloth mesh
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332 | object = new THREE.Mesh( clothGeometry, materials[ 0 ] );
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333 | object.position.set( 0, 150, 0 );
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334 | object.castShadow = false;
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335 | object.receiveShadow = false;
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336 | object.material.transparent = true;
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337 | object.material.opacity = 0.85;
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338 | scene.add( object );
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339 | initial = false;
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340 | object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
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341 |
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342 | }else{
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343 | clothTextures[flagSelector] = THREE.ImageUtils.loadTexture( flags[flagSelector]+'?'+Date.now() );
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344 | object.material.map = clothTextures[flagSelector];
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345 | object.material.needsUpdate = true;
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346 | }
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347 |
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348 | }
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349 |
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350 |
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351 | //
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352 |
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353 | function onWindowResize() {
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354 |
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355 | camera.aspect = window.innerWidth / window.innerHeight;
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356 | camera.updateProjectionMatrix();
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357 |
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358 | renderer.setSize( window.innerWidth, window.innerHeight );
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359 |
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360 | }
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361 |
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362 | //
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363 |
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364 | function animate() {
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365 |
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366 | requestAnimationFrame( animate );
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367 |
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368 | var time = Date.now();
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369 | windStrength = Math.cos( time / 7000 ) * 100 + 200;
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370 | windForce.set( 1000,500,Math.sin( time / 1000 ) ).normalize().multiplyScalar( windStrength );
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371 | arrow.setLength( windStrength );
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372 | arrow.setDirection( windForce );
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373 | controls.update();
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374 | simulate(time);
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375 | render();
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376 | stats.update();
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377 |
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378 | }
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379 |
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380 | function render() {
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381 |
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382 |
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383 | var timer = Date.now() * 0.0002;
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384 |
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385 | keyboard.update();
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386 | if( keyboard.down("A")) {
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387 | flagSelector--;
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388 | if(flagSelector < 0) flagSelector = flags.length-1;
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389 | createFlag();
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390 |
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391 | }else if(keyboard.down("D")) {
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392 | flagSelector++;
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393 | if(flagSelector >= flags.length) flagSelector = 0;
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394 | createFlag();
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395 | }
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396 |
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397 | var p = cloth.particles;
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398 | for ( var i = 0, il = p.length; i < il; i ++ ) {
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399 |
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400 | clothGeometry.vertices[ i ].copy( p[ i ].position );
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401 |
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402 | }
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403 |
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404 | clothGeometry.computeFaceNormals();
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405 | clothGeometry.computeVertexNormals();
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406 |
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407 | clothGeometry.normalsNeedUpdate = true;
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408 | clothGeometry.verticesNeedUpdate = true;
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409 |
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410 |
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411 |
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412 | if(raining && weatherSystem.type != rainSystem){
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413 | snowing = false;
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414 | weatherSystem.swap(rainSystem);
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415 | }else if(snowing && weatherSystem.type != snowSystem){
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416 | raining = false;
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417 | weatherSystem.swap(snowSystem);
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418 | }
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419 |
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420 | if(weatherSystem.isSet() === true){
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421 | weatherSystem.update();
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422 | }
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423 |
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424 | camera.lookAt( new THREE.Vector3(scene.position.x+150, scene.position.y+150, scene.position.z) );
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425 |
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426 | renderer.render( scene, camera );
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427 |
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428 | }
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429 |
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430 | </script><div><canvas width="1366" height="600"></canvas>
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431 | </body></html> |
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