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 webgl - buffergeometry</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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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry</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 Stats from 'three/addons/libs/stats.module.js';
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let container, stats;
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let camera, scene, renderer;
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let mesh;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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//
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camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
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camera.position.z = 2750;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x050505 );
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scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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//
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scene.add( new THREE.AmbientLight( 0xcccccc ) );
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const light1 = new THREE.DirectionalLight( 0xffffff, 1.5 );
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light1.position.set( 1, 1, 1 );
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scene.add( light1 );
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const light2 = new THREE.DirectionalLight( 0xffffff, 4.5 );
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light2.position.set( 0, - 1, 0 );
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scene.add( light2 );
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//
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const triangles = 160000;
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const geometry = new THREE.BufferGeometry();
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const positions = [];
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const normals = [];
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const colors = [];
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const color = new THREE.Color();
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const n = 800, n2 = n / 2; // triangles spread in the cube
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const d = 12, d2 = d / 2; // individual triangle size
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const pA = new THREE.Vector3();
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const pB = new THREE.Vector3();
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const pC = new THREE.Vector3();
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const cb = new THREE.Vector3();
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const ab = new THREE.Vector3();
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for ( let i = 0; i < triangles; i ++ ) {
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// positions
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const x = Math.random() * n - n2;
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const y = Math.random() * n - n2;
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const z = Math.random() * n - n2;
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const ax = x + Math.random() * d - d2;
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const ay = y + Math.random() * d - d2;
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const az = z + Math.random() * d - d2;
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const bx = x + Math.random() * d - d2;
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const by = y + Math.random() * d - d2;
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const bz = z + Math.random() * d - d2;
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const cx = x + Math.random() * d - d2;
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const cy = y + Math.random() * d - d2;
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const cz = z + Math.random() * d - d2;
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positions.push( ax, ay, az );
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positions.push( bx, by, bz );
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positions.push( cx, cy, cz );
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// flat face normals
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pA.set( ax, ay, az );
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pB.set( bx, by, bz );
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pC.set( cx, cy, cz );
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cb.subVectors( pC, pB );
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ab.subVectors( pA, pB );
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cb.cross( ab );
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cb.normalize();
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const nx = cb.x;
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const ny = cb.y;
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const nz = cb.z;
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normals.push( nx, ny, nz );
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normals.push( nx, ny, nz );
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normals.push( nx, ny, nz );
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// colors
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const vx = ( x / n ) + 0.5;
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const vy = ( y / n ) + 0.5;
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const vz = ( z / n ) + 0.5;
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color.setRGB( vx, vy, vz );
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const alpha = Math.random();
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colors.push( color.r, color.g, color.b, alpha );
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colors.push( color.r, color.g, color.b, alpha );
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colors.push( color.r, color.g, color.b, alpha );
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}
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function disposeArray() {
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this.array = null;
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}
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ).onUpload( disposeArray ) );
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geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ).onUpload( disposeArray ) );
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geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 4 ).onUpload( disposeArray ) );
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geometry.computeBoundingSphere();
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const material = new THREE.MeshPhongMaterial( {
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color: 0xd5d5d5, specular: 0xffffff, shininess: 250,
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side: THREE.DoubleSide, vertexColors: true, transparent: true
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} );
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mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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container.appendChild( renderer.domElement );
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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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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//
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function animate() {
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const time = Date.now() * 0.001;
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mesh.rotation.x = time * 0.25;
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mesh.rotation.y = time * 0.5;
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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