Docker
- Update three in static file
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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 - lines</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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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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svg {
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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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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> svg - lines
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</div>
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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/": "./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 '/static/three/build/three.module.js';
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import { SVGRenderer } from 'three/addons/renderers/SVGRenderer.js';
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THREE.ColorManagement.enabled = false;
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let camera, scene, renderer;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 33, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.z = 10;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0, 0, 0 );
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renderer = new SVGRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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//
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const vertices = [];
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const divisions = 50;
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for ( let i = 0; i <= divisions; i ++ ) {
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const v = ( i / divisions ) * ( Math.PI * 2 );
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const x = Math.sin( v );
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const z = Math.cos( v );
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vertices.push( x, 0, z );
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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//
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for ( let i = 1; i <= 3; i ++ ) {
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const material = new THREE.LineBasicMaterial( {
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color: Math.random() * 0xffffff,
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linewidth: 10
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} );
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const line = new THREE.Line( geometry, material );
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line.scale.setScalar( i / 3 );
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scene.add( line );
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}
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const material = new THREE.LineDashedMaterial( {
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color: 'blue',
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linewidth: 1,
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dashSize: 10,
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gapSize: 10
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} );
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const line = new THREE.Line( geometry, material );
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line.scale.setScalar( 2 );
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scene.add( line );
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//
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window.addEventListener( 'resize', onWindowResize );
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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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function animate() {
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let count = 0;
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const time = performance.now() / 1000;
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scene.traverse( function ( child ) {
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child.rotation.x = count + ( time / 3 );
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child.rotation.z = count + ( time / 4 );
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count ++;
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} );
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renderer.render( scene, camera );
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requestAnimationFrame( animate );
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}
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</script>
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</body>
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</html>
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