Commented and updated
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@ -2,7 +2,7 @@ import Config from './data/config';
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import Detector from './utils/detector';
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import Main from './app/main';
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// verify environment.
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// Check environment and set the Config helper
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if(__ENV__ == 'dev') {
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console.log('----- RUNNING IN DEV ENVIRONMENT! -----');
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@ -10,6 +10,7 @@ if(__ENV__ == 'dev') {
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}
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function init() {
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// Check for webGL capabilities
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if(!Detector.webgl) {
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Detector.addGetWebGLMessage();
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} else {
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@ -18,4 +19,4 @@ function init() {
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}
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}
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window.onload = init;
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init();
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@ -12,11 +12,12 @@ export default class Camera {
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this.updateSize(renderer);
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// listeners
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// Listeners
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window.addEventListener('resize', () => this.updateSize(renderer), false);
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}
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updateSize(renderer) {
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// Multiply by dpr in case it is retina device
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this.threeCamera.aspect = renderer.domElement.width * Config.dpr / renderer.domElement.height * Config.dpr;
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this.threeCamera.updateProjectionMatrix();
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}
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@ -5,6 +5,7 @@ import Config from '../../data/config';
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export default class Controls {
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constructor(camera, container) {
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// Orbit controls first needs to pass in THREE to constructor
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const orbitControls = new OrbitControls(THREE);
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this.threeControls = new orbitControls(camera, container);
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@ -4,29 +4,27 @@ import Config from '../../data/config';
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export default class Renderer {
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constructor(scene, container) {
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// Properties
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this.scene = scene;
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this.container = container;
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// Create WebGL renderer and set its antialias
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this.threeRenderer = new THREE.WebGLRenderer({antialias: true});
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//this.renderer.setClearColor(0x000000, 0);
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// Set clear color to fog to enable fog or to color
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this.threeRenderer.setClearColor(scene.fog.color);
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this.threeRenderer.setPixelRatio(window.devicePixelRatio);
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this.threeRenderer.setPixelRatio(window.devicePixelRatio); // For retina
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container.appendChild(this.threeRenderer.domElement);
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this.threeRenderer.gammaInput = true;
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this.threeRenderer.gammaOutput = true;
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// shadow
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// Shadow map options
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this.threeRenderer.shadowMap.enabled = true;
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this.threeRenderer.shadowMap.type = THREE.PCFSoftShadowMap;
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this.threeRenderer.shadowMapSoft = true;
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this.threeRenderer.autoClear = false;
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// Get anisotropy for textures
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Config.maxAnisotropy = this.threeRenderer.getMaxAnisotropy();
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// Initial size update set to canvas container
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this.updateSize();
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// Listeners
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@ -39,6 +37,7 @@ export default class Renderer {
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}
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render(scene, camera) {
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// Renders scene to canvas target
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this.threeRenderer.render(scene, camera);
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}
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}
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@ -2,6 +2,7 @@ import * as THREE from 'three';
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import Config from '../../data/config';
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// This helper class can be used to create and then place geometry in the scene
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export default class Geometry {
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constructor(scene) {
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this.scene = scene;
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@ -20,12 +21,12 @@ export default class Geometry {
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const material = new THREE.MeshStandardMaterial({ color: 0xCCCCCC, side: THREE.DoubleSide });
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const mesh = new THREE.Mesh(this.geo, material);
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// Use ES6 spread to set position and rotation from passed in array
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mesh.position.set(...position);
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mesh.rotation.set(...rotation);
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if(Config.shadow.enabled) {
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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}
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this.scene.add(mesh);
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@ -2,20 +2,23 @@ import * as THREE from 'three';
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import Config from '../../data/config';
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// USe this class as a Helper to set up some default materials
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export default class Material {
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constructor() {
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this.emissive = new THREE.MeshBasicMaterial({
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color: 0xeeeeee,
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side: THREE.DoubleSide,
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fog: false
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side: THREE.DoubleSide
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});
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this.standard = new THREE.MeshStandardMaterial({
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shading: THREE.FlatShading,
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roughness: 1,
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metalness: 0,
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side: THREE.DoubleSide,
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fog: false
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side: THREE.DoubleSide
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});
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this.phong = new THREE.MeshPhongMaterial({
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});
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this.wire = new THREE.MeshBasicMaterial({wireframe: true});
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@ -22,13 +22,13 @@ import DatGUI from './managers/datGUI';
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// data
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import Config from './../data/config';
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// -- End imports
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// -- End of imports
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// Local vars for rStats
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let rS, bS, glS, tS;
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// This is the main class that ties all of the components together and renders the loop
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// This class instantiates and ties all of the components together, starts the loading process and renders the main loop
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export default class Main {
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constructor(container) {
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// Set container property to container element
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@ -41,7 +41,7 @@ export default class Main {
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this.scene = new THREE.Scene();
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this.scene.fog = new THREE.FogExp2(Config.fog.color, Config.fog.near);
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// Get Device Pixel Ratio first
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// Get Device Pixel Ratio first for retina
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if(window.devicePixelRatio) {
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Config.dpr = window.devicePixelRatio;
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}
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@ -62,7 +62,7 @@ export default class Main {
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// Create and place geo in scene
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this.geometry = new Geometry(this.scene);
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this.geometry.make('plane')(100, 100, 10, 10);
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this.geometry.make('plane')(150, 150, 10, 10);
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this.geometry.place([0, -20, 0], [Math.PI/2, 0, 0]);
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// Set up rStats if dev environment
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@ -72,7 +72,7 @@ export default class Main {
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tS = new threeStats(this.renderer.threeRenderer);
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rS = new rStats({
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CSSPath: '/assets/css/',
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CSSPath: './assets/css/',
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userTimingAPI: true,
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values: {
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frame: { caption: 'Total frame time (ms)', over: 16, average: true, avgMs: 100 },
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@ -96,7 +96,7 @@ export default class Main {
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// Instantiate texture class
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this.texture = new Texture();
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// Start loading the textures
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// Start loading the textures and then go on to load the model after the texture Promises have resolved
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this.texture.load().then(() => {
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this.manager = new THREE.LoadingManager();
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@ -104,23 +104,24 @@ export default class Main {
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this.model = new Model(this.scene, this.manager, this.texture.textures);
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this.model.load();
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// onProgress
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// onProgress callback
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this.manager.onProgress = (item, loaded, total) => {
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console.log(`${item}: ${loaded} ${total}`);
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};
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// All loaders done
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// All loaders done now
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this.manager.onLoad = () => {
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// Set up interaction manager with app now that the model is finished loading
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// Set up interaction manager with the app now that the model is finished loading
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new Interaction(this.renderer.threeRenderer, this.scene, this.camera.threeCamera, this.controls.threeControls);
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// Add dat.GUI controls if dev as helper
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// Add dat.GUI controls if dev
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if(Config.isDev) {
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new DatGUI(this, this.model.obj);
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}
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// Fully loaded
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// Everything is now fully loaded
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Config.isLoaded = true;
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this.container.querySelector('#loading').style.display = 'none';
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};
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});
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@ -129,8 +130,6 @@ export default class Main {
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}
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render() {
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const delta = this.clock.getDelta();
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// Render rStats if Dev
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if(Config.isDev) {
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rS('frame').start();
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@ -142,20 +141,24 @@ export default class Main {
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rS('render').start();
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}
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// Clear renderer and re-render
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this.renderer.threeRenderer.clear();
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// Call render function and pass in created scene and camera
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this.renderer.render(this.scene, this.camera.threeCamera);
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// rStats has finished determining render call now
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if(Config.isDev) {
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rS('render').end(); // render finished
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rS('frame').end(); // frame finished
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// Local rStats update
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rS('rStats').start();
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rS().update();
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rS('rStats').end();
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}
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// Updates section
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// Delta time is sometimes needed for certain updates
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//const delta = this.clock.getDelta();
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// Call any vendor or module updates here
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TWEEN.update();
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this.controls.threeControls.update();
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@ -144,7 +144,7 @@ export default class DatGUI {
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shadowFolder.add(Config.shadow, 'helperEnabled').name('Helper Enabled').onChange((value) => {
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this.light.directionalLightHelper.visible = value;
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});
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const shadowNearGui = shadowFolder.add(Config.shadow, 'near', 0, 100).name('Near');
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const shadowNearGui = shadowFolder.add(Config.shadow, 'near', 0, 400).name('Near');
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shadowNearGui.onChange((value) => {
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this.controls.enableRotate = false;
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@ -10,18 +10,20 @@ export default class Interaction {
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this.camera = camera;
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this.controls = controls;
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this.timeout = null;
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// Instantiate keyboard helper
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this.keyboard = new Keyboard();
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// Listeners
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// Mouse events
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this.renderer.domElement.addEventListener('mouseup', (event) => this.onMouseUp(event), false);
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this.renderer.domElement.addEventListener('mousemove', (event) => Helpers.throttle(this.onMouseMove(event), 250), false);
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this.renderer.domElement.addEventListener('mouseleave', (event) => this.onMouseLeave(event), false);
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this.renderer.domElement.addEventListener('mouseover', (event) => this.onMouseOver(event), false);
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// Keyboard events
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this.keyboard.domElement.addEventListener('keydown', (event) => {
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// Only once
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if(event.repeat) {
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return;
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}
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@ -47,7 +49,9 @@ export default class Interaction {
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onMouseMove(event) {
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event.preventDefault();
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setTimeout(function() {
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clearTimeout(this.timeout);
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this.timeout = setTimeout(function() {
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Config.isMouseMoving = false;
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}, 200);
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