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 - geometries</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="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - geometries</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 camera, scene, renderer, stats;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
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camera.position.y = 400;
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scene = new THREE.Scene();
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let object;
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const ambientLight = new THREE.AmbientLight( 0xcccccc, 1.5 );
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scene.add( ambientLight );
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const pointLight = new THREE.PointLight( 0xffffff, 2.5, 0, 0 );
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camera.add( pointLight );
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scene.add( camera );
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const map = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
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map.wrapS = map.wrapT = THREE.RepeatWrapping;
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map.anisotropy = 16;
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map.colorSpace = THREE.SRGBColorSpace;
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const material = new THREE.MeshPhongMaterial( { map: map, side: THREE.DoubleSide } );
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//
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object = new THREE.Mesh( new THREE.SphereGeometry( 75, 20, 10 ), material );
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object.position.set( - 300, 0, 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 1 ), material );
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object.position.set( - 100, 0, 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 2 ), material );
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object.position.set( 100, 0, 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material );
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object.position.set( 300, 0, 200 );
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scene.add( object );
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//
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object = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100, 4, 4 ), material );
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object.position.set( - 300, 0, 0 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 ), material );
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object.position.set( - 100, 0, 0 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material );
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object.position.set( 100, 0, 0 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material );
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object.position.set( 300, 0, 0 );
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scene.add( object );
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//
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object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material );
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object.position.set( - 300, 0, - 200 );
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scene.add( object );
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const points = [];
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for ( let i = 0; i < 50; i ++ ) {
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points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, ( i - 5 ) * 2 ) );
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}
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object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material );
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object.position.set( - 100, 0, - 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.TorusGeometry( 50, 20, 20, 20 ), material );
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object.position.set( 100, 0, - 200 );
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scene.add( object );
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object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 10, 50, 20 ), material );
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object.position.set( 300, 0, - 200 );
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scene.add( object );
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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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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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document.body.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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render();
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stats.update();
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}
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function render() {
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const timer = Date.now() * 0.0001;
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camera.position.x = Math.cos( timer ) * 800;
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camera.position.z = Math.sin( timer ) * 800;
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camera.lookAt( scene.position );
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scene.traverse( function ( object ) {
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if ( object.isMesh === true ) {
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object.rotation.x = timer * 5;
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object.rotation.y = timer * 2.5;
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}
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} );
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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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