mirror of
https://github.com/bgstaal/multipleWindow3dScene.git
synced 2026-03-12 17:51:34 +08:00
added clear code
This commit is contained in:
300
main.js
300
main.js
@@ -1,5 +1,7 @@
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import WindowManager from './WindowManager.js'
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const t = THREE;
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let camera, scene, renderer, world;
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let near, far;
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@@ -19,36 +21,6 @@ let internalTime = getTime();
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let windowManager;
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let initialized = false;
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// this code is essential to circumvent that some browser preload the content of some pages before you actually hit the url
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document.addEventListener("visibilitychange", () =>
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{
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if (document.visibilityState != 'hidden' && !initialized)
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{
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init();
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}
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});
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window.onload = () => {
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if (document.visibilityState != 'hidden')
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{
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init();
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}
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};
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function init ()
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{
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// add a short timeout because window.offsetX reports wrong values before a short period
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setTimeout(() => {
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setupScene();
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setupWindowManager();
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resize();
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updateWindowShape(false);
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render();
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window.addEventListener('resize', resize);
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}, 500)
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}
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// get time in seconds since beginning of the day (so that all windows use the same time)
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function getTime ()
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{
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@@ -56,128 +28,164 @@ function getTime ()
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}
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function setupWindowManager ()
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if (new URLSearchParams(window.location.search).get("clear"))
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{
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windowManager = new WindowManager();
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windowManager.setWinShapeChangeCallback(updateWindowShape);
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windowManager.setWinChangeCallback(windowsUpdated);
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// here you can add your custom metadata to each windows instance
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let metaData = {foo: "bar"};
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// this will init the windowmanager and add this window to the centralised pool of windows
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windowManager.init(metaData);
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// call update windows initially (it will later be called by the win change callback)
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windowsUpdated();
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localStorage.clear();
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}
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function windowsUpdated ()
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{
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let wins = windowManager.getWindows();
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updateNumberOfCubes();
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}
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function updateNumberOfCubes ()
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{
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let wins = windowManager.getWindows();
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// remove all cubes
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cubes.forEach((c) => {
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world.remove(c);
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})
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cubes = [];
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// add new cubes
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for (let i = 0; i < wins.length; i++)
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else
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{
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// this code is essential to circumvent that some browser preload the content of some pages before you actually hit the url
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document.addEventListener("visibilitychange", () =>
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{
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let win = wins[i];
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if (document.visibilityState != 'hidden' && !initialized)
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{
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init();
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}
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});
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let c = new t.Color();
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c.setHSL(i * .1, 1.0, .5);
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let s = 100 + i * 50;
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let cube = new t.Mesh(new t.BoxGeometry(s, s, s), new t.MeshBasicMaterial({color: c , wireframe: true}));
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cube.position.x = win.shape.x + (win.shape.w * .5);
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cube.position.y = win.shape.y + (win.shape.h * .5);
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world.add(cube);
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cubes.push(cube);
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}
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}
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function updateWindowShape (easing = true)
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{
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sceneOffsetTarget = {x: -window.screenX, y: -window.screenY};
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if (!easing) sceneOffset = sceneOffsetTarget;
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}
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function setupScene ()
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{
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camera = new t.OrthographicCamera(0, 0, window.innerWidth, window.innerHeight, -10000, 10000);
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camera.position.z = 2.5;
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near = camera.position.z - .5;
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far = camera.position.z + 0.5;
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scene = new t.Scene();
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scene.background = new t.Color(0.0);
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scene.add( camera );
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renderer = new t.WebGLRenderer({antialias: true, depthBuffer: true});
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renderer.setPixelRatio(pixR);
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world = new t.Object3D();
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scene.add(world);
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renderer.domElement.setAttribute("id", "scene");
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document.body.appendChild( renderer.domElement );
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}
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function render ()
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{
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let t = getTime();
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windowManager.update();
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let falloff = .05;
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sceneOffset.x = sceneOffset.x + ((sceneOffsetTarget.x - sceneOffset.x) * falloff);
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sceneOffset.y = sceneOffset.y + ((sceneOffsetTarget.y - sceneOffset.y) * falloff);
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world.position.x = sceneOffset.x;
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world.position.y = sceneOffset.y;
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let wins = windowManager.getWindows();
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for (let i = 0; i < cubes.length; i++)
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{
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let cube = cubes[i];
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let win = wins[i];
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let _t = t;// + i * .2;
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let posTarget = {x: win.shape.x + (win.shape.w * .5), y: win.shape.y + (win.shape.h * .5)}
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cube.position.x = cube.position.x + (posTarget.x - cube.position.x) * falloff;
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cube.position.y = cube.position.y + (posTarget.y - cube.position.y) * falloff;
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cube.rotation.x = _t * .5;
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cube.rotation.y = _t * .3;
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window.onload = () => {
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if (document.visibilityState != 'hidden')
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{
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init();
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}
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};
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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function init ()
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{
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// add a short timeout because window.offsetX reports wrong values before a short period
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setTimeout(() => {
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setupScene();
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setupWindowManager();
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resize();
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updateWindowShape(false);
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render();
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window.addEventListener('resize', resize);
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}, 500)
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}
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function setupWindowManager ()
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{
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windowManager = new WindowManager();
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windowManager.setWinShapeChangeCallback(updateWindowShape);
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windowManager.setWinChangeCallback(windowsUpdated);
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// here you can add your custom metadata to each windows instance
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let metaData = {foo: "bar"};
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// this will init the windowmanager and add this window to the centralised pool of windows
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windowManager.init(metaData);
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// call update windows initially (it will later be called by the win change callback)
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windowsUpdated();
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}
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function windowsUpdated ()
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{
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let wins = windowManager.getWindows();
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updateNumberOfCubes();
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}
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function updateNumberOfCubes ()
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{
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let wins = windowManager.getWindows();
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// remove all cubes
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cubes.forEach((c) => {
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world.remove(c);
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})
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cubes = [];
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// add new cubes
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for (let i = 0; i < wins.length; i++)
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{
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let win = wins[i];
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let c = new t.Color();
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c.setHSL(i * .1, 1.0, .5);
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let s = 100 + i * 50;
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let cube = new t.Mesh(new t.BoxGeometry(s, s, s), new t.MeshBasicMaterial({color: c , wireframe: true}));
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cube.position.x = win.shape.x + (win.shape.w * .5);
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cube.position.y = win.shape.y + (win.shape.h * .5);
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world.add(cube);
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cubes.push(cube);
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}
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}
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function updateWindowShape (easing = true)
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{
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sceneOffsetTarget = {x: -window.screenX, y: -window.screenY};
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if (!easing) sceneOffset = sceneOffsetTarget;
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}
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function setupScene ()
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{
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camera = new t.OrthographicCamera(0, 0, window.innerWidth, window.innerHeight, -10000, 10000);
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camera.position.z = 2.5;
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near = camera.position.z - .5;
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far = camera.position.z + 0.5;
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scene = new t.Scene();
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scene.background = new t.Color(0.0);
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scene.add( camera );
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renderer = new t.WebGLRenderer({antialias: true, depthBuffer: true});
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renderer.setPixelRatio(pixR);
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world = new t.Object3D();
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scene.add(world);
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renderer.domElement.setAttribute("id", "scene");
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document.body.appendChild( renderer.domElement );
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}
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function resize ()
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{
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let width = window.innerWidth;
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let height = window.innerHeight
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camera = new t.OrthographicCamera(0, width, 0, height, -10000, 10000);
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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function render ()
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{
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let t = getTime();
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windowManager.update();
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let falloff = .05;
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sceneOffset.x = sceneOffset.x + ((sceneOffsetTarget.x - sceneOffset.x) * falloff);
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sceneOffset.y = sceneOffset.y + ((sceneOffsetTarget.y - sceneOffset.y) * falloff);
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world.position.x = sceneOffset.x;
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world.position.y = sceneOffset.y;
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let wins = windowManager.getWindows();
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for (let i = 0; i < cubes.length; i++)
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{
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let cube = cubes[i];
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let win = wins[i];
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let _t = t;// + i * .2;
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let posTarget = {x: win.shape.x + (win.shape.w * .5), y: win.shape.y + (win.shape.h * .5)}
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cube.position.x = cube.position.x + (posTarget.x - cube.position.x) * falloff;
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cube.position.y = cube.position.y + (posTarget.y - cube.position.y) * falloff;
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cube.rotation.x = _t * .5;
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cube.rotation.y = _t * .3;
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};
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renderer.render(scene, camera);
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requestAnimationFrame(render);
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}
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function resize ()
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{
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let width = window.innerWidth;
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let height = window.innerHeight
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camera = new t.OrthographicCamera(0, width, 0, height, -10000, 10000);
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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}
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}
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Block a user