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 webaudio - timing</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="overlay">
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<button id="startButton">Play</button>
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</div>
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<div id="container"></div>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> webaudio - timing<br/>
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sound effect by <a href="https://freesound.org/people/michorvath/sounds/269718/" target="_blank" rel="noopener noreferrer">michorvath</a>
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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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let scene, camera, renderer, clock;
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const objects = [];
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const speed = 2.5;
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const height = 3;
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const offset = 0.5;
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const startButton = document.getElementById( 'startButton' );
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startButton.addEventListener( 'click', init );
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function init() {
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const overlay = document.getElementById( 'overlay' );
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overlay.remove();
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const container = document.getElementById( 'container' );
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scene = new THREE.Scene();
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clock = new THREE.Clock();
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//
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.set( 7, 3, 7 );
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// lights
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const ambientLight = new THREE.AmbientLight( 0xcccccc );
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scene.add( ambientLight );
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const directionalLight = new THREE.DirectionalLight( 0xffffff, 2.5 );
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directionalLight.position.set( 0, 5, 5 );
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scene.add( directionalLight );
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const d = 5;
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directionalLight.castShadow = true;
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directionalLight.shadow.camera.left = - d;
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directionalLight.shadow.camera.right = d;
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directionalLight.shadow.camera.top = d;
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directionalLight.shadow.camera.bottom = - d;
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directionalLight.shadow.camera.near = 1;
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directionalLight.shadow.camera.far = 20;
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directionalLight.shadow.mapSize.x = 1024;
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directionalLight.shadow.mapSize.y = 1024;
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// audio
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const audioLoader = new THREE.AudioLoader();
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const listener = new THREE.AudioListener();
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camera.add( listener );
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// floor
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const floorGeometry = new THREE.PlaneGeometry( 10, 10 );
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const floorMaterial = new THREE.MeshLambertMaterial( { color: 0x4676b6 } );
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const floor = new THREE.Mesh( floorGeometry, floorMaterial );
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floor.rotation.x = Math.PI * - 0.5;
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floor.receiveShadow = true;
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scene.add( floor );
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// objects
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const count = 5;
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const radius = 3;
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const ballGeometry = new THREE.SphereGeometry( 0.3, 32, 16 );
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ballGeometry.translate( 0, 0.3, 0 );
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const ballMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
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// create objects when audio buffer is loaded
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audioLoader.load( 'sounds/ping_pong.mp3', function ( buffer ) {
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for ( let i = 0; i < count; i ++ ) {
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const s = i / count * Math.PI * 2;
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const ball = new THREE.Mesh( ballGeometry, ballMaterial );
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ball.castShadow = true;
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ball.userData.down = false;
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ball.position.x = radius * Math.cos( s );
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ball.position.z = radius * Math.sin( s );
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const audio = new THREE.PositionalAudio( listener );
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audio.setBuffer( buffer );
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ball.add( audio );
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scene.add( ball );
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objects.push( ball );
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}
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renderer.setAnimationLoop( animate );
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} );
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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.shadowMap.enabled = true;
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container.appendChild( renderer.domElement );
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//
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 1;
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controls.maxDistance = 25;
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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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const time = clock.getElapsedTime();
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for ( let i = 0; i < objects.length; i ++ ) {
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const ball = objects[ i ];
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const previousHeight = ball.position.y;
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ball.position.y = Math.abs( Math.sin( i * offset + ( time * speed ) ) * height );
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if ( ball.position.y < previousHeight ) {
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ball.userData.down = true;
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} else {
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if ( ball.userData.down === true ) {
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// ball changed direction from down to up
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const audio = ball.children[ 0 ];
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audio.play(); // play audio with perfect timing when ball hits the surface
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ball.userData.down = false;
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}
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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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