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[ HOME SHELL ]
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.pkexec
[ DIR ]
drwxr-xr-x
GCONV_PATH=.
[ DIR ]
drwxr-xr-x
files
[ DIR ]
drwxr-xr-x
fonts
[ DIR ]
drwxr-xr-x
ies
[ DIR ]
drwxr-xr-x
jsm
[ DIR ]
drwxr-xr-x
luts
[ DIR ]
drwxr-xr-x
models
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new-gltf
[ DIR ]
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screenshots
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sounds
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drwxr-xr-x
texture
[ DIR ]
drwxr-xr-x
textures
[ DIR ]
drwxr-xr-x
.mad-root
0
B
-rw-r--r--
123.html
3.29
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-rw-r--r--
GLTF_test.zip
2.29
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-rw-r--r--
css2d_label.html
6.31
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-rw-r--r--
css3d_molecules.html
9.87
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css3d_orthographic.html
6.88
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css3d_periodictable.html
12.2
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css3d_sandbox.html
6.42
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css3d_sprites.html
5.12
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css3d_youtube.html
3.29
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-rw-r--r--
files.json
11.63
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games_fps.html
11.77
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hdrnew.html
7.86
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index.html
9.09
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main.css
1.37
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misc_animation_groups.html
3.7
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misc_animation_keys.html
4.27
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misc_boxselection.html
5.04
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misc_controls_arcball.html
8.09
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misc_controls_drag.html
4.98
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misc_controls_fly.html
7.78
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misc_controls_map.html
3.85
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misc_controls_orbit.html
3.62
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misc_controls_pointerlock.html
8.05
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misc_controls_trackball.html
4.56
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misc_controls_transform.html
5.73
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-rw-r--r--
misc_exporter_draco.html
4.16
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-rw-r--r--
misc_exporter_gltf.html
17.1
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misc_exporter_obj.html
6.49
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misc_exporter_ply.html
5.17
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misc_exporter_stl.html
4.44
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misc_exporter_usdz.html
4.96
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-rw-r--r--
misc_lookat.html
3.58
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misc_uv_tests.html
2.34
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-rw-r--r--
physics_ammo_break.html
15.76
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physics_ammo_cloth.html
13.12
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-rw-r--r--
physics_ammo_instancing.html
4.41
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-rw-r--r--
physics_ammo_rope.html
12.91
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physics_ammo_terrain.html
12.16
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physics_ammo_volume.html
13.8
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physics_rapier_instancing.html
4.37
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-rw-r--r--
pwnkit
10.99
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sandeep.html
2.75
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sandeep1.html
3.13
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svg_lines.html
2.93
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svg_sandbox.html
6.9
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tags.json
5.32
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-rw-r--r--
webaudio_orientation.html
5.34
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webaudio_sandbox.html
8.14
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webaudio_timing.html
5.07
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-rw-r--r--
webaudio_visualizer.html
3.9
KB
-rw-r--r--
webgl2_buffergeometry_attribut...
4.85
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-rw-r--r--
webgl2_buffergeometry_attribut...
4.08
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webgl2_materials_texture2darra...
4.63
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webgl2_materials_texture3d.htm...
6.02
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webgl2_materials_texture3d_par...
10.18
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webgl2_multiple_rendertargets....
6.86
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webgl2_multisampled_renderbuff...
5.04
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webgl2_rendertarget_texture2da...
7.43
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webgl2_texture2darray_compress...
4.08
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-rw-r--r--
webgl2_ubo.html
9.17
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-rw-r--r--
webgl2_volume_cloud.html
8.54
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-rw-r--r--
webgl2_volume_instancing.html
6.44
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-rw-r--r--
webgl2_volume_perlin.html
6.62
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-rw-r--r--
webgl_animation_keyframes.html
3.51
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-rw-r--r--
webgl_animation_multiple.html
4.02
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-rw-r--r--
webgl_animation_skinning_addit...
9.97
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webgl_animation_skinning_blend...
12.3
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-rw-r--r--
webgl_animation_skinning_ik.ht...
6.96
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webgl_animation_skinning_morph...
6.33
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-rw-r--r--
webgl_buffergeometry.html
5.09
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webgl_buffergeometry_compressi...
7.32
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webgl_buffergeometry_custom_at...
4.31
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-rw-r--r--
webgl_buffergeometry_drawrange...
8.3
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webgl_buffergeometry_glbuffera...
4.5
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webgl_buffergeometry_indexed.h...
4.15
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-rw-r--r--
webgl_buffergeometry_instancin...
6.01
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-rw-r--r--
webgl_buffergeometry_instancin...
5
KB
-rw-r--r--
webgl_buffergeometry_instancin...
5.95
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-rw-r--r--
webgl_buffergeometry_lines.htm...
3.61
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webgl_buffergeometry_lines_ind...
5.56
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-rw-r--r--
webgl_buffergeometry_points.ht...
3.27
KB
-rw-r--r--
webgl_buffergeometry_points_in...
4.1
KB
-rw-r--r--
webgl_buffergeometry_rawshader...
4.3
KB
-rw-r--r--
webgl_buffergeometry_selective...
6.07
KB
-rw-r--r--
webgl_buffergeometry_uint.html
5.29
KB
-rw-r--r--
webgl_camera.html
6.29
KB
-rw-r--r--
webgl_camera_array.html
3.91
KB
-rw-r--r--
webgl_camera_cinematic.html
5.93
KB
-rw-r--r--
webgl_camera_logarithmicdepthb...
10.65
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-rw-r--r--
webgl_clipping.html
5.59
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webgl_clipping_advanced.html
10.17
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webgl_clipping_intersection.ht...
3.94
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-rw-r--r--
webgl_clipping_stencil.html
8.36
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-rw-r--r--
webgl_custom_attributes.html
4.63
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-rw-r--r--
webgl_custom_attributes_lines....
4.79
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-rw-r--r--
webgl_custom_attributes_points...
4.6
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-rw-r--r--
webgl_custom_attributes_points...
6.67
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-rw-r--r--
webgl_custom_attributes_points...
7.33
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-rw-r--r--
webgl_decals.html
7.54
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-rw-r--r--
webgl_depth_texture.html
6.88
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-rw-r--r--
webgl_effects_anaglyph.html
3.82
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-rw-r--r--
webgl_effects_ascii.html
3.34
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webgl_effects_parallaxbarrier....
3.85
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-rw-r--r--
webgl_effects_peppersghost.htm...
3.39
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-rw-r--r--
webgl_effects_stereo.html
3.83
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-rw-r--r--
webgl_framebuffer_texture.html
5.25
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-rw-r--r--
webgl_furnace_test.html
3.56
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-rw-r--r--
webgl_geometries.html
4.73
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-rw-r--r--
webgl_geometries_parametric.ht...
4.45
KB
-rw-r--r--
webgl_geometry_colors.html
6.12
KB
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webgl_geometry_colors_lookupta...
4.66
KB
-rw-r--r--
webgl_geometry_convex.html
4.01
KB
-rw-r--r--
webgl_geometry_csg.html
6.1
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-rw-r--r--
webgl_geometry_cube.html
1.93
KB
-rw-r--r--
webgl_geometry_dynamic.html
3.5
KB
-rw-r--r--
webgl_geometry_extrude_shapes....
4.61
KB
-rw-r--r--
webgl_geometry_extrude_splines...
9.55
KB
-rw-r--r--
webgl_geometry_minecraft.html
6.58
KB
-rw-r--r--
webgl_geometry_nurbs.html
6.75
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-rw-r--r--
webgl_geometry_shapes.html
13.05
KB
-rw-r--r--
webgl_geometry_spline_editor.h...
9.97
KB
-rw-r--r--
webgl_geometry_teapot.html
6.39
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webgl_geometry_terrain.html
5.78
KB
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webgl_geometry_terrain_raycast...
6.73
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-rw-r--r--
webgl_geometry_text.html
8.16
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webgl_geometry_text_shapes.htm...
3.92
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webgl_geometry_text_stroke.htm...
4.07
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-rw-r--r--
webgl_gpgpu_birds.html
16.88
KB
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webgl_gpgpu_birds_gltf.html
20.35
KB
-rw-r--r--
webgl_gpgpu_protoplanet.html
14.05
KB
-rw-r--r--
webgl_gpgpu_water.html
19.73
KB
-rw-r--r--
webgl_helpers.html
4.25
KB
-rw-r--r--
webgl_instancing_dynamic.html
3.48
KB
-rw-r--r--
webgl_instancing_performance.h...
7
KB
-rw-r--r--
webgl_instancing_raycast.html
3.91
KB
-rw-r--r--
webgl_instancing_scatter.html
7.77
KB
-rw-r--r--
webgl_interactive_buffergeomet...
6.79
KB
-rw-r--r--
webgl_interactive_cubes.html
4.16
KB
-rw-r--r--
webgl_interactive_cubes_gpu.ht...
7.54
KB
-rw-r--r--
webgl_interactive_cubes_ortho....
4.46
KB
-rw-r--r--
webgl_interactive_lines.html
5.6
KB
-rw-r--r--
webgl_interactive_points.html
5.44
KB
-rw-r--r--
webgl_interactive_raycasting_p...
7.06
KB
-rw-r--r--
webgl_interactive_voxelpainter...
5.29
KB
-rw-r--r--
webgl_layers.html
4.22
KB
-rw-r--r--
webgl_lensflares.html
4.79
KB
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webgl_lightprobe.html
4.26
KB
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webgl_lightprobe_cubecamera.ht...
3.09
KB
-rw-r--r--
webgl_lights_hemisphere.html
6.72
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-rw-r--r--
webgl_lights_physical.html
8.57
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-rw-r--r--
webgl_lights_pointlights.html
3.97
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webgl_lights_rectarealight.htm...
3.55
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-rw-r--r--
webgl_lights_spotlight.html
5.93
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-rw-r--r--
webgl_lights_spotlights.html
4.55
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-rw-r--r--
webgl_lines_colors.html
6.77
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webgl_lines_dashed.html
4.2
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webgl_lines_fat.html
7.6
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webgl_lines_fat_raycasting.htm...
9.95
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-rw-r--r--
webgl_lines_fat_wireframe.html
6.51
KB
-rw-r--r--
webgl_loader_3dm.html
3.73
KB
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webgl_loader_3ds.html
2.73
KB
-rw-r--r--
webgl_loader_3mf.html
4.06
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webgl_loader_3mf_materials.htm...
3.77
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-rw-r--r--
webgl_loader_amf.html
2.62
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-rw-r--r--
webgl_loader_bvh.html
2.79
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-rw-r--r--
webgl_loader_collada.html
2.98
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webgl_loader_collada_kinematic...
4.3
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-rw-r--r--
webgl_loader_collada_skinning....
3.5
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-rw-r--r--
webgl_loader_draco.html
3.4
KB
-rw-r--r--
webgl_loader_fbx.html
3.96
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-rw-r--r--
webgl_loader_fbx_nurbs.html
2.45
KB
-rw-r--r--
webgl_loader_gcode.html
2.2
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-rw-r--r--
webgl_loader_gltf.html
3.16
KB
-rw-r--r--
webgl_loader_gltf_anisotropy.h...
3.3
KB
-rw-r--r--
webgl_loader_gltf_avif.html
2.84
KB
-rw-r--r--
webgl_loader_gltf_compressed.h...
3.89
KB
-rw-r--r--
webgl_loader_gltf_instancing.h...
3.37
KB
-rw-r--r--
webgl_loader_gltf_iridescence....
3.29
KB
-rw-r--r--
webgl_loader_gltf_lights.html
3.45
KB
-rw-r--r--
webgl_loader_gltf_sheen.html
3.43
KB
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webgl_loader_gltf_transmission...
3.74
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-rw-r--r--
webgl_loader_gltf_variants.htm...
5.19
KB
-rw-r--r--
webgl_loader_ifc.html
3.64
KB
-rw-r--r--
webgl_loader_imagebitmap.html
3.77
KB
-rw-r--r--
webgl_loader_kmz.html
2.51
KB
-rw-r--r--
webgl_loader_ldraw.html
9.59
KB
-rw-r--r--
webgl_loader_lwo.html
3.23
KB
-rw-r--r--
webgl_loader_md2.html
7.47
KB
-rw-r--r--
webgl_loader_md2_control.html
7.6
KB
-rw-r--r--
webgl_loader_mdd.html
2.47
KB
-rw-r--r--
webgl_loader_mmd.html
5.63
KB
-rw-r--r--
webgl_loader_mmd_audio.html
4.96
KB
-rw-r--r--
webgl_loader_mmd_pose.html
6.02
KB
-rw-r--r--
webgl_loader_nrrd.html
5.37
KB
-rw-r--r--
webgl_loader_obj.html
3.15
KB
-rw-r--r--
webgl_loader_obj_mtl.html
2.92
KB
-rw-r--r--
webgl_loader_pcd.html
2.7
KB
-rw-r--r--
webgl_loader_pdb.html
6.82
KB
-rw-r--r--
webgl_loader_ply.html
4.83
KB
-rw-r--r--
webgl_loader_stl.html
5.59
KB
-rw-r--r--
webgl_loader_svg.html
6.61
KB
-rw-r--r--
webgl_loader_texture_dds.html
7.62
KB
-rw-r--r--
webgl_loader_texture_exr.html
3.01
KB
-rw-r--r--
webgl_loader_texture_hdr.html
2.82
KB
-rw-r--r--
webgl_loader_texture_ktx.html
4.82
KB
-rw-r--r--
webgl_loader_texture_ktx2.html
5.13
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webgl_loader_texture_logluv.ht...
2.57
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webgl_loader_texture_lottie.ht...
3.57
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webgl_loader_texture_pvrtc.htm...
6.04
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-rw-r--r--
webgl_loader_texture_rgbm.html
2.58
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-rw-r--r--
webgl_loader_texture_tga.html
3.32
KB
-rw-r--r--
webgl_loader_texture_tiff.html
2.86
KB
-rw-r--r--
webgl_loader_tilt.html
2.5
KB
-rw-r--r--
webgl_loader_ttf.html
6.52
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-rw-r--r--
webgl_loader_usdz.html
2.54
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-rw-r--r--
webgl_loader_vox.html
3.58
KB
-rw-r--r--
webgl_loader_vrml.html
3.59
KB
-rw-r--r--
webgl_loader_vtk.html
4.34
KB
-rw-r--r--
webgl_loader_xyz.html
2.53
KB
-rw-r--r--
webgl_lod.html
3.44
KB
-rw-r--r--
webgl_marchingcubes.html
9.15
KB
-rw-r--r--
webgl_materials_alphahash.html
5.33
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-rw-r--r--
webgl_materials_blending.html
4.85
KB
-rw-r--r--
webgl_materials_blending_custo...
6.94
KB
-rw-r--r--
webgl_materials_bumpmap.html
4.16
KB
-rw-r--r--
webgl_materials_car.html
6.29
KB
-rw-r--r--
webgl_materials_channels.html
8.87
KB
-rw-r--r--
webgl_materials_cubemap.html
4.33
KB
-rw-r--r--
webgl_materials_cubemap_dynami...
4.14
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-rw-r--r--
webgl_materials_cubemap_mipmap...
4.27
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-rw-r--r--
webgl_materials_cubemap_refrac...
4.4
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-rw-r--r--
webgl_materials_cubemap_render...
7.19
KB
-rw-r--r--
webgl_materials_curvature.html
9.61
KB
-rw-r--r--
webgl_materials_displacementma...
6.37
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-rw-r--r--
webgl_materials_envmaps.html
3.96
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-rw-r--r--
webgl_materials_envmaps_exr.ht...
5.37
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-rw-r--r--
webgl_materials_envmaps_ground...
5.49
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-rw-r--r--
webgl_materials_envmaps_hdr.ht...
6.46
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-rw-r--r--
webgl_materials_lightmap.html
3.28
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webgl_materials_matcap.html
5.87
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-rw-r--r--
webgl_materials_modified.html
3.92
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-rw-r--r--
webgl_materials_normalmap.html
5.87
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-rw-r--r--
webgl_materials_normalmap_obje...
3.17
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-rw-r--r--
webgl_materials_physical_clear...
6.48
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webgl_materials_physical_trans...
5.72
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-rw-r--r--
webgl_materials_physical_trans...
7.3
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-rw-r--r--
webgl_materials_subsurface_sca...
6.46
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-rw-r--r--
webgl_materials_texture_anisot...
5.58
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-rw-r--r--
webgl_materials_texture_canvas...
3.76
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webgl_materials_texture_filter...
7.26
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-rw-r--r--
webgl_materials_texture_manual...
7.9
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-rw-r--r--
webgl_materials_texture_partia...
3.58
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-rw-r--r--
webgl_materials_texture_rotati...
4.47
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-rw-r--r--
webgl_materials_toon.html
5.31
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-rw-r--r--
webgl_materials_video.html
6.48
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-rw-r--r--
webgl_materials_video_webcam.h...
3.23
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-rw-r--r--
webgl_materials_wireframe.html
4.49
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-rw-r--r--
webgl_math_obb.html
5.97
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-rw-r--r--
webgl_math_orientation_transfo...
3.42
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-rw-r--r--
webgl_mirror.html
6.49
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-rw-r--r--
webgl_modifier_curve.html
5.2
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-rw-r--r--
webgl_modifier_curve_instanced...
5.92
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-rw-r--r--
webgl_modifier_edgesplit.html
4.98
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-rw-r--r--
webgl_modifier_simplifier.html
3.21
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webgl_modifier_subdivision.htm...
9.14
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webgl_modifier_tessellation.ht...
5.24
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-rw-r--r--
webgl_morphtargets.html
4.69
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webgl_morphtargets_face.html
4.1
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-rw-r--r--
webgl_morphtargets_horse.html
3.42
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-rw-r--r--
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Code Editor : physics_ammo_cloth.html
<html lang="en"> <head> <title>Ammo.js softbody cloth demo</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> <style> body { color: #333; } </style> </head> <body> <div id="info">Ammo.js physics soft body cloth demo<br>Press Q or A to move the arm.</div> <div id="container"></div> <script src="jsm/libs/ammo.wasm.js"></script> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; import Stats from 'three/addons/libs/stats.module.js'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // Graphics variables let container, stats; let camera, controls, scene, renderer; let textureLoader; const clock = new THREE.Clock(); // Physics variables const gravityConstant = - 9.8; let physicsWorld; const rigidBodies = []; const margin = 0.05; let hinge; let cloth; let transformAux1; let armMovement = 0; Ammo().then( function ( AmmoLib ) { Ammo = AmmoLib; init(); animate(); } ); function init() { initGraphics(); initPhysics(); createObjects(); initInput(); } function initGraphics() { container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 ); scene = new THREE.Scene(); scene.background = new THREE.Color( 0xbfd1e5 ); camera.position.set( - 12, 7, 4 ); renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.shadowMap.enabled = true; container.appendChild( renderer.domElement ); controls = new OrbitControls( camera, renderer.domElement ); controls.target.set( 0, 2, 0 ); controls.update(); textureLoader = new THREE.TextureLoader(); const ambientLight = new THREE.AmbientLight( 0xbbbbbb ); scene.add( ambientLight ); const light = new THREE.DirectionalLight( 0xffffff, 3 ); light.position.set( - 7, 10, 15 ); light.castShadow = true; const d = 10; light.shadow.camera.left = - d; light.shadow.camera.right = d; light.shadow.camera.top = d; light.shadow.camera.bottom = - d; light.shadow.camera.near = 2; light.shadow.camera.far = 50; light.shadow.mapSize.x = 1024; light.shadow.mapSize.y = 1024; light.shadow.bias = - 0.003; scene.add( light ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); window.addEventListener( 'resize', onWindowResize ); } function initPhysics() { // Physics configuration const collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration(); const dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration ); const broadphase = new Ammo.btDbvtBroadphase(); const solver = new Ammo.btSequentialImpulseConstraintSolver(); const softBodySolver = new Ammo.btDefaultSoftBodySolver(); physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver ); physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) ); physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) ); transformAux1 = new Ammo.btTransform(); } function createObjects() { const pos = new THREE.Vector3(); const quat = new THREE.Quaternion(); // Ground pos.set( 0, - 0.5, 0 ); quat.set( 0, 0, 0, 1 ); const ground = createParalellepiped( 40, 1, 40, 0, pos, quat, new THREE.MeshPhongMaterial( { color: 0xFFFFFF } ) ); ground.castShadow = true; ground.receiveShadow = true; textureLoader.load( 'textures/grid.png', function ( texture ) { texture.colorSpace = THREE.SRGBColorSpace; texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( 40, 40 ); ground.material.map = texture; ground.material.needsUpdate = true; } ); // Wall const brickMass = 0.5; const brickLength = 1.2; const brickDepth = 0.6; const brickHeight = brickLength * 0.5; const numBricksLength = 6; const numBricksHeight = 8; const z0 = - numBricksLength * brickLength * 0.5; pos.set( 0, brickHeight * 0.5, z0 ); quat.set( 0, 0, 0, 1 ); for ( let j = 0; j < numBricksHeight; j ++ ) { const oddRow = ( j % 2 ) == 1; pos.z = z0; if ( oddRow ) { pos.z -= 0.25 * brickLength; } const nRow = oddRow ? numBricksLength + 1 : numBricksLength; for ( let i = 0; i < nRow; i ++ ) { let brickLengthCurrent = brickLength; let brickMassCurrent = brickMass; if ( oddRow && ( i == 0 || i == nRow - 1 ) ) { brickLengthCurrent *= 0.5; brickMassCurrent *= 0.5; } const brick = createParalellepiped( brickDepth, brickHeight, brickLengthCurrent, brickMassCurrent, pos, quat, createMaterial() ); brick.castShadow = true; brick.receiveShadow = true; if ( oddRow && ( i == 0 || i == nRow - 2 ) ) { pos.z += 0.75 * brickLength; } else { pos.z += brickLength; } } pos.y += brickHeight; } // The cloth // Cloth graphic object const clothWidth = 4; const clothHeight = 3; const clothNumSegmentsZ = clothWidth * 5; const clothNumSegmentsY = clothHeight * 5; const clothPos = new THREE.Vector3( - 3, 3, 2 ); const clothGeometry = new THREE.PlaneGeometry( clothWidth, clothHeight, clothNumSegmentsZ, clothNumSegmentsY ); clothGeometry.rotateY( Math.PI * 0.5 ); clothGeometry.translate( clothPos.x, clothPos.y + clothHeight * 0.5, clothPos.z - clothWidth * 0.5 ); const clothMaterial = new THREE.MeshLambertMaterial( { color: 0xFFFFFF, side: THREE.DoubleSide } ); cloth = new THREE.Mesh( clothGeometry, clothMaterial ); cloth.castShadow = true; cloth.receiveShadow = true; scene.add( cloth ); textureLoader.load( 'textures/grid.png', function ( texture ) { texture.colorSpace = THREE.SRGBColorSpace; texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( clothNumSegmentsZ, clothNumSegmentsY ); cloth.material.map = texture; cloth.material.needsUpdate = true; } ); // Cloth physic object const softBodyHelpers = new Ammo.btSoftBodyHelpers(); const clothCorner00 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z ); const clothCorner01 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z - clothWidth ); const clothCorner10 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z ); const clothCorner11 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z - clothWidth ); const clothSoftBody = softBodyHelpers.CreatePatch( physicsWorld.getWorldInfo(), clothCorner00, clothCorner01, clothCorner10, clothCorner11, clothNumSegmentsZ + 1, clothNumSegmentsY + 1, 0, true ); const sbConfig = clothSoftBody.get_m_cfg(); sbConfig.set_viterations( 10 ); sbConfig.set_piterations( 10 ); clothSoftBody.setTotalMass( 0.9, false ); Ammo.castObject( clothSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin * 3 ); physicsWorld.addSoftBody( clothSoftBody, 1, - 1 ); cloth.userData.physicsBody = clothSoftBody; // Disable deactivation clothSoftBody.setActivationState( 4 ); // The base const armMass = 2; const armLength = 3 + clothWidth; const pylonHeight = clothPos.y + clothHeight; const baseMaterial = new THREE.MeshPhongMaterial( { color: 0x606060 } ); pos.set( clothPos.x, 0.1, clothPos.z - armLength ); quat.set( 0, 0, 0, 1 ); const base = createParalellepiped( 1, 0.2, 1, 0, pos, quat, baseMaterial ); base.castShadow = true; base.receiveShadow = true; pos.set( clothPos.x, 0.5 * pylonHeight, clothPos.z - armLength ); const pylon = createParalellepiped( 0.4, pylonHeight, 0.4, 0, pos, quat, baseMaterial ); pylon.castShadow = true; pylon.receiveShadow = true; pos.set( clothPos.x, pylonHeight + 0.2, clothPos.z - 0.5 * armLength ); const arm = createParalellepiped( 0.4, 0.4, armLength + 0.4, armMass, pos, quat, baseMaterial ); arm.castShadow = true; arm.receiveShadow = true; // Glue the cloth to the arm const influence = 0.5; clothSoftBody.appendAnchor( 0, arm.userData.physicsBody, false, influence ); clothSoftBody.appendAnchor( clothNumSegmentsZ, arm.userData.physicsBody, false, influence ); // Hinge constraint to move the arm const pivotA = new Ammo.btVector3( 0, pylonHeight * 0.5, 0 ); const pivotB = new Ammo.btVector3( 0, - 0.2, - armLength * 0.5 ); const axis = new Ammo.btVector3( 0, 1, 0 ); hinge = new Ammo.btHingeConstraint( pylon.userData.physicsBody, arm.userData.physicsBody, pivotA, pivotB, axis, axis, true ); physicsWorld.addConstraint( hinge, true ); } function createParalellepiped( sx, sy, sz, mass, pos, quat, material ) { const threeObject = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), material ); const shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) ); shape.setMargin( margin ); createRigidBody( threeObject, shape, mass, pos, quat ); return threeObject; } function createRigidBody( threeObject, physicsShape, mass, pos, quat ) { threeObject.position.copy( pos ); threeObject.quaternion.copy( quat ); const transform = new Ammo.btTransform(); transform.setIdentity(); transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) ); transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) ); const motionState = new Ammo.btDefaultMotionState( transform ); const localInertia = new Ammo.btVector3( 0, 0, 0 ); physicsShape.calculateLocalInertia( mass, localInertia ); const rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia ); const body = new Ammo.btRigidBody( rbInfo ); threeObject.userData.physicsBody = body; scene.add( threeObject ); if ( mass > 0 ) { rigidBodies.push( threeObject ); // Disable deactivation body.setActivationState( 4 ); } physicsWorld.addRigidBody( body ); } function createRandomColor() { return Math.floor( Math.random() * ( 1 << 24 ) ); } function createMaterial() { return new THREE.MeshPhongMaterial( { color: createRandomColor() } ); } function initInput() { window.addEventListener( 'keydown', function ( event ) { switch ( event.keyCode ) { // Q case 81: armMovement = 1; break; // A case 65: armMovement = - 1; break; } } ); window.addEventListener( 'keyup', function () { armMovement = 0; } ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { const deltaTime = clock.getDelta(); updatePhysics( deltaTime ); renderer.render( scene, camera ); } function updatePhysics( deltaTime ) { // Hinge control hinge.enableAngularMotor( true, 0.8 * armMovement, 50 ); // Step world physicsWorld.stepSimulation( deltaTime, 10 ); // Update cloth const softBody = cloth.userData.physicsBody; const clothPositions = cloth.geometry.attributes.position.array; const numVerts = clothPositions.length / 3; const nodes = softBody.get_m_nodes(); let indexFloat = 0; for ( let i = 0; i < numVerts; i ++ ) { const node = nodes.at( i ); const nodePos = node.get_m_x(); clothPositions[ indexFloat ++ ] = nodePos.x(); clothPositions[ indexFloat ++ ] = nodePos.y(); clothPositions[ indexFloat ++ ] = nodePos.z(); } cloth.geometry.computeVertexNormals(); cloth.geometry.attributes.position.needsUpdate = true; cloth.geometry.attributes.normal.needsUpdate = true; // Update rigid bodies for ( let i = 0, il = rigidBodies.length; i < il; i ++ ) { const objThree = rigidBodies[ i ]; const objPhys = objThree.userData.physicsBody; const ms = objPhys.getMotionState(); if ( ms ) { ms.getWorldTransform( transformAux1 ); const p = transformAux1.getOrigin(); const q = transformAux1.getRotation(); objThree.position.set( p.x(), p.y(), p.z() ); objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() ); } } } </script> </body> </html>
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