refactor: remove GSAP and lil-gui dependencies, update project structure and textures
This commit is contained in:
+105
-110
@@ -1,153 +1,148 @@
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import * as THREE from 'three';
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
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import { Timer } from 'three/examples/jsm/misc/Timer.js';
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import { gsap } from 'gsap';
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import GUI from 'lil-gui';
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/**
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* Debug
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*/
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const gui = new GUI();
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const debugObject = {};
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import * as THREE from 'three'
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
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/**
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* Base
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*/
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// Canvas
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const canvas = document.querySelector('canvas.webgl');
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const canvas = document.querySelector('canvas.webgl')
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// Scene
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const scene = new THREE.Scene();
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const scene = new THREE.Scene()
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/**
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* Textures
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*/
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const loadingManager = new THREE.LoadingManager()
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loadingManager.onStart = () =>
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{
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console.log('loadingManager: loading started')
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}
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loadingManager.onLoad = () =>
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{
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console.log('loadingManager: loading finished')
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}
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loadingManager.onProgress = () =>
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{
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console.log('loadingManager: loading progressing')
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}
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loadingManager.onError = () =>
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{
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console.log('loadingManager: loading error')
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}
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const textureLoader = new THREE.TextureLoader(loadingManager)
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// const colorTexture = textureLoader.load('/textures/checkerboard-1024x1024.png')
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// const colorTexture = textureLoader.load('/textures/checkerboard-2x2.png')
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const colorTexture = textureLoader.load(
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'/textures/minecraft.png',
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() =>
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{
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console.log('textureLoader: loading finished')
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},
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() =>
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{
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console.log('textureLoader: loading progressing')
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},
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() =>
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{
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console.log('textureLoader: loading error')
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}
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)
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colorTexture.colorSpace = THREE.SRGBColorSpace
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colorTexture.wrapS = THREE.MirroredRepeatWrapping
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colorTexture.wrapT = THREE.MirroredRepeatWrapping
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// colorTexture.repeat.x = 2
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// colorTexture.repeat.y = 3
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// colorTexture.offset.x = 0.5
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// colorTexture.offset.y = 0.5
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// colorTexture.rotation = Math.PI * 0.25
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// colorTexture.center.x = 0.5
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// colorTexture.center.y = 0.5
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colorTexture.generateMipmaps = false
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colorTexture.minFilter = THREE.NearestFilter
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colorTexture.magFilter = THREE.NearestFilter
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const alphaTexture = textureLoader.load('/textures/door/alpha.jpg')
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const heightTexture = textureLoader.load('/textures/door/height.jpg')
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const normalTexture = textureLoader.load('/textures/door/normal.jpg')
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const ambientOcclusionTexture = textureLoader.load('/textures/door/ambientOcclusion.jpg')
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const metalnessTexture = textureLoader.load('/textures/door/metalness.jpg')
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const roughnessTexture = textureLoader.load('/textures/door/roughness.jpg')
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/**
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* Object
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*/
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const geometry = new THREE.BoxGeometry(1, 1, 1, 2, 2, 2);
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// const positionsArray = new Float32Array([
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// 0, 0, 0,
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// 0, 1, 0,
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// 1, 0, 0
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// ]);
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// const geometry = new THREE.BufferGeometry();
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// geometry.setAttribute('position', new THREE.BufferAttribute(positionsArray, 3));
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debugObject.color = '#ffffff';
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const material = new THREE.MeshBasicMaterial({ color: debugObject.color, wireframe: true });
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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gui.add(mesh.position, 'y').min(-3).max(3).step(0.01).name('elevation');
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gui.add(material, 'wireframe');
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gui.add(mesh, 'visible').name('isVisible');
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gui.addColor(debugObject, 'color').onChange(() =>
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{
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material.color.set(debugObject.color);
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});
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debugObject.spin = () =>
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{
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gsap.to(mesh.rotation, { duration: 1, y: mesh.rotation.y + Math.PI * 2 });
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};
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gui.add(debugObject, 'spin');
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debugObject.subdivision = 2;
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gui.add(debugObject, 'subdivision').min(1).max(20).step(1).onFinishChange(() =>
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{
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mesh.geometry.dispose();
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mesh.geometry = new THREE.BoxGeometry(1, 1, 1, debugObject.subdivision, debugObject.subdivision, debugObject.subdivision);
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});
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*/
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const geometry = new THREE.BoxGeometry(1, 1, 1)
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console.log(geometry.attributes)
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const material = new THREE.MeshBasicMaterial({ map: colorTexture })
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const mesh = new THREE.Mesh(geometry, material)
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scene.add(mesh)
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/**
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* Sizes
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*/
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const sizes = {
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width: window.innerWidth,
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height: window.innerHeight
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};
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width: window.innerWidth,
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height: window.innerHeight
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}
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window.addEventListener('resize', () =>
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{
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// Update sizes
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sizes.width = window.innerWidth;
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sizes.height = window.innerHeight;
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// Update sizes
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sizes.width = window.innerWidth
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sizes.height = window.innerHeight
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// Update Camera
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camera.aspect = sizes.width / sizes.height;
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camera.updateProjectionMatrix();
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// Update camera
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camera.aspect = sizes.width / sizes.height
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camera.updateProjectionMatrix()
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// Update Renderer
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renderer.setSize(sizes.width, sizes.height);
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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});
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window.addEventListener('dblclick', () =>
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{
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const fullscreenElement = document.fullscreenElement || document.webkitFullscreenElement;
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if (!fullscreenElement)
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{
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if (canvas.requestFullscreen)
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{
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canvas.requestFullscreen();
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}
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else if (canvas.webkitRequestFullscreen)
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{
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canvas.webkitRequestFullscreen();
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}
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}
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else
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{
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if (document.exitFullscreen)
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{
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document.exitFullscreen();
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}
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else if (document.webkitExitFullscreen)
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{
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document.webkitExitFullscreen();
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}
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}
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});
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// Update renderer
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renderer.setSize(sizes.width, sizes.height)
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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})
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/**
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* Camera
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*/
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// Base camera
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const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100);
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camera.position.z = 3;
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scene.add(camera);
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const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
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camera.position.x = 1
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camera.position.y = 1
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camera.position.z = 1
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scene.add(camera)
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// Controls
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const controls = new OrbitControls(camera, canvas);
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controls.enableDamping = true;
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const controls = new OrbitControls(camera, canvas)
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controls.enableDamping = true
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/**
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* Renderer
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*/
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const renderer = new THREE.WebGLRenderer({
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canvas: canvas
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});
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renderer.setSize(sizes.width, sizes.height);
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canvas: canvas
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})
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renderer.setSize(sizes.width, sizes.height)
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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/**
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* Animate
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*/
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const timer = new Timer();
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timer.connect(document); // pause otomatis saat tab tidak aktif
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const clock = new THREE.Clock()
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const tick = () =>
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{
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timer.update();
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const elapsedTime = timer.getElapsed();
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const elapsedTime = clock.getElapsedTime()
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// Update controls
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controls.update();
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// Update controls
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controls.update()
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// Render
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renderer.render(scene, camera);
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// Render
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renderer.render(scene, camera)
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// Call tick again on the next frame
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window.requestAnimationFrame(tick);
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};
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// Call tick again on the next frame
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window.requestAnimationFrame(tick)
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}
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tick();
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tick()
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