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SVGRenderer: Support for custom nodes (WIP). See mrdoob#5126
1 parent 000d757 commit fffbcce

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examples/js/renderers/SVGRenderer.js

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* @author mrdoob / http://mrdoob.com/
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*/
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THREE.SVGObject = function ( node ) {
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THREE.Object3D.call( this );
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this.node = node;
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};
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THREE.SVGObject.prototype = Object.create( THREE.Object3D.prototype );
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THREE.SVGRenderer = function () {
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console.log( 'THREE.SVGRenderer', THREE.REVISION );
@@ -29,6 +39,9 @@ THREE.SVGRenderer = function () {
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_vector3 = new THREE.Vector3(), // Needed for PointLight
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_centroid = new THREE.Vector3(),
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_viewMatrix = new THREE.Matrix4(),
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_viewProjectionMatrix = new THREE.Matrix4(),
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_svgPathPool = [], _svgLinePool = [], _svgRectPool = [],
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_svgNode, _pathCount = 0, _lineCount = 0, _rectCount = 0,
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_quality = 1;
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_this.info.render.vertices = 0;
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_this.info.render.faces = 0;
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_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
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_elements = _renderData.elements;
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_lights = _renderData.lights;
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}
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scene.traverseVisible( function ( object ) {
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if ( object instanceof THREE.SVGObject ) {
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_vector3.setFromMatrixPosition( object.matrixWorld );
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_vector3.applyProjection( _viewProjectionMatrix );
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var x = _vector3.x * _svgWidthHalf;
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var y = - _vector3.y * _svgHeightHalf;
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var node = object.node;
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node.setAttribute( 'transform', 'translate(' + x + ',' + y + ')' );
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_svg.appendChild( node );
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}
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} );
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};
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function calculateLights( lights ) {

examples/svg_sandbox.html

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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js svg - sandbox</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background-color: #ffffff;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/renderers/SVGRenderer.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="obj/Qrcode.js"></script>
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<script>
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var AMOUNT = 100;
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var stats;
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var camera, scene;
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var renderer;
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var mesh, group;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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// QRCODE
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mesh = new THREE.Mesh( new Qrcode(), new THREE.MeshLambertMaterial( { /*emissive: 0xff0000,*/ vertexColors: THREE.FaceColors } ) );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// CUBES
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var cube = new THREE.BoxGeometry( 100, 100, 100 );
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mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: 0x0000ff, opacity: 0.5, transparent: true } ) );
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mesh.position.x = 500;
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mesh.rotation.x = Math.random();
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mesh.rotation.y = Math.random();
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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mesh = new THREE.Mesh( cube, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
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mesh.position.x = 500;
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mesh.position.y = 500;
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mesh.rotation.x = Math.random();
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mesh.rotation.y = Math.random();
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// PLANE
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mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, side: THREE.DoubleSide } ) );
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mesh.position.y = -500;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// CYLINDER
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mesh = new THREE.Mesh( new THREE.CylinderGeometry( 20, 100, 200, 10 ), new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );
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mesh.position.x = -500;
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mesh.rotation.x = - Math.PI / 2;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 2;
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scene.add( mesh );
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// POLYFIELD
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var geometry = new THREE.Geometry();
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var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, side: THREE.DoubleSide } );
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for ( var i = 0; i < 100; i ++ ) {
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var v = new THREE.Vector3(
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Math.random() * 1000 - 500,
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Math.random() * 1000 - 500,
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Math.random() * 1000 - 500
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);
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var v0 = new THREE.Vector3(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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var v1 = new THREE.Vector3(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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var v2 = new THREE.Vector3(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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v0.add( v );
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v1.add( v );
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v2.add( v );
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var face = new THREE.Face3(
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geometry.vertices.push( v0 ) - 1,
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geometry.vertices.push( v1 ) - 1,
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geometry.vertices.push( v2 ) - 1,
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null,
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new THREE.Color( Math.random() * 0xffffff )
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);
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geometry.faces.push( face );
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}
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geometry.computeFaceNormals();
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group = new THREE.Mesh( geometry, material );
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group.scale.set( 2, 2, 2 );
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scene.add( group );
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// SPRITES
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for ( var i = 0; i < 50; i ++ ) {
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var material = new THREE.SpriteMaterial( { color: Math.random() * 0xffffff } );
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var sprite = new THREE.Sprite( material );
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sprite.position.x = Math.random() * 1000 - 500;
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sprite.position.y = Math.random() * 1000 - 500;
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sprite.position.z = Math.random() * 1000 - 500;
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sprite.scale.set( 64, 64, 1 );
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scene.add( sprite );
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}
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// CUSTOM
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var node = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' );
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node.setAttribute( 'stroke', 'black' );
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node.setAttribute( 'fill', 'red' );
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node.setAttribute( 'r', '40' );
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for ( var i = 0; i < 50; i ++ ) {
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var object = new THREE.SVGObject( node.cloneNode() );
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object.position.x = Math.random() * 1000 - 500;
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object.position.y = Math.random() * 1000 - 500;
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object.position.z = Math.random() * 1000 - 500;
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scene.add( object );
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}
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// LIGHTS
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var ambient = new THREE.AmbientLight( 0x80ffff );
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scene.add( ambient );
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var directional = new THREE.DirectionalLight( 0xffff00 );
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directional.position.set( - 1, 0.5, 0 );
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scene.add( directional );
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renderer = new THREE.SVGRenderer();
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renderer.setClearColor( 0xf0f0f0 );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setQuality( 'low' );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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document.body.appendChild( stats.domElement );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var time = Date.now() * 0.0002;
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camera.position.x = Math.sin( time ) * 500;
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camera.position.z = Math.cos( time ) * 500;
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camera.lookAt( scene.position );
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group.rotation.x += 0.01;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>

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