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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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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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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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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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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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physics_ammo_instancing.html
4.41
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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
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-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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webgl_animation_skinning_addit...
9.97
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webgl_animation_skinning_blend...
12.3
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webgl_animation_skinning_ik.ht...
6.96
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webgl_animation_skinning_morph...
6.33
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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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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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webgl_buffergeometry_instancin...
6.01
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webgl_buffergeometry_instancin...
5
KB
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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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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
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-rw-r--r--
webgl_buffergeometry_selective...
6.07
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-rw-r--r--
webgl_buffergeometry_uint.html
5.29
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-rw-r--r--
webgl_camera.html
6.29
KB
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webgl_camera_array.html
3.91
KB
-rw-r--r--
webgl_camera_cinematic.html
5.93
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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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webgl_custom_attributes.html
4.63
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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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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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webgl_geometries_parametric.ht...
4.45
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-rw-r--r--
webgl_geometry_colors.html
6.12
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webgl_geometry_colors_lookupta...
4.66
KB
-rw-r--r--
webgl_geometry_convex.html
4.01
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-rw-r--r--
webgl_geometry_csg.html
6.1
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-rw-r--r--
webgl_geometry_cube.html
1.93
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-rw-r--r--
webgl_geometry_dynamic.html
3.5
KB
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webgl_geometry_extrude_shapes....
4.61
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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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webgl_geometry_shapes.html
13.05
KB
-rw-r--r--
webgl_geometry_spline_editor.h...
9.97
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webgl_geometry_teapot.html
6.39
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webgl_geometry_terrain.html
5.78
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webgl_geometry_terrain_raycast...
6.73
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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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webgl_gpgpu_birds.html
16.88
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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
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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
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webgl_lightprobe.html
4.26
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webgl_lightprobe_cubecamera.ht...
3.09
KB
-rw-r--r--
webgl_lights_hemisphere.html
6.72
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webgl_lights_physical.html
8.57
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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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webgl_lines_fat_wireframe.html
6.51
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-rw-r--r--
webgl_loader_3dm.html
3.73
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webgl_loader_3ds.html
2.73
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-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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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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webgl_loader_collada_skinning....
3.5
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-rw-r--r--
webgl_loader_draco.html
3.4
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-rw-r--r--
webgl_loader_fbx.html
3.96
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webgl_loader_fbx_nurbs.html
2.45
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-rw-r--r--
webgl_loader_gcode.html
2.2
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-rw-r--r--
webgl_loader_gltf.html
3.16
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webgl_loader_gltf_anisotropy.h...
3.3
KB
-rw-r--r--
webgl_loader_gltf_avif.html
2.84
KB
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webgl_loader_gltf_compressed.h...
3.89
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-rw-r--r--
webgl_loader_gltf_instancing.h...
3.37
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-rw-r--r--
webgl_loader_gltf_iridescence....
3.29
KB
-rw-r--r--
webgl_loader_gltf_lights.html
3.45
KB
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webgl_loader_gltf_sheen.html
3.43
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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
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-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
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-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
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-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
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-rw-r--r--
webgl_loader_svg.html
6.61
KB
-rw-r--r--
webgl_loader_texture_dds.html
7.62
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-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
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-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
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-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
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-rw-r--r--
webgl_loader_vrml.html
3.59
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-rw-r--r--
webgl_loader_vtk.html
4.34
KB
-rw-r--r--
webgl_loader_xyz.html
2.53
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-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
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-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
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-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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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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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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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--
webgl_morphtargets_sphere.html
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Code Editor : webgl_geometry_shapes.html
<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - geometry - shapes</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 { background-color: #f0f0f0; color: #444; } </style> </head> <body> <div id="info">Simple procedurally-generated shapes</div> <!-- 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'; let container, stats; let camera, scene, renderer; let group; let targetRotation = 0; let targetRotationOnPointerDown = 0; let pointerX = 0; let pointerXOnPointerDown = 0; let windowHalfX = window.innerWidth / 2; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); scene = new THREE.Scene(); scene.background = new THREE.Color( 0xf0f0f0 ); camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.set( 0, 150, 500 ); scene.add( camera ); const light = new THREE.PointLight( 0xffffff, 2.5, 0, 0 ); camera.add( light ); group = new THREE.Group(); group.position.y = 50; scene.add( group ); const loader = new THREE.TextureLoader(); const texture = loader.load( 'textures/uv_grid_opengl.jpg' ); texture.colorSpace = THREE.SRGBColorSpace; // it's necessary to apply these settings in order to correctly display the texture on a shape geometry texture.wrapS = texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( 0.008, 0.008 ); function addShape( shape, extrudeSettings, color, x, y, z, rx, ry, rz, s ) { // flat shape with texture // note: default UVs generated by THREE.ShapeGeometry are simply the x- and y-coordinates of the vertices let geometry = new THREE.ShapeGeometry( shape ); let mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { side: THREE.DoubleSide, map: texture } ) ); mesh.position.set( x, y, z - 175 ); mesh.rotation.set( rx, ry, rz ); mesh.scale.set( s, s, s ); group.add( mesh ); // flat shape geometry = new THREE.ShapeGeometry( shape ); mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { color: color, side: THREE.DoubleSide } ) ); mesh.position.set( x, y, z - 125 ); mesh.rotation.set( rx, ry, rz ); mesh.scale.set( s, s, s ); group.add( mesh ); // extruded shape geometry = new THREE.ExtrudeGeometry( shape, extrudeSettings ); mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { color: color } ) ); mesh.position.set( x, y, z - 75 ); mesh.rotation.set( rx, ry, rz ); mesh.scale.set( s, s, s ); group.add( mesh ); addLineShape( shape, color, x, y, z, rx, ry, rz, s ); } function addLineShape( shape, color, x, y, z, rx, ry, rz, s ) { // lines shape.autoClose = true; const points = shape.getPoints(); const spacedPoints = shape.getSpacedPoints( 50 ); const geometryPoints = new THREE.BufferGeometry().setFromPoints( points ); const geometrySpacedPoints = new THREE.BufferGeometry().setFromPoints( spacedPoints ); // solid line let line = new THREE.Line( geometryPoints, new THREE.LineBasicMaterial( { color: color } ) ); line.position.set( x, y, z - 25 ); line.rotation.set( rx, ry, rz ); line.scale.set( s, s, s ); group.add( line ); // line from equidistance sampled points line = new THREE.Line( geometrySpacedPoints, new THREE.LineBasicMaterial( { color: color } ) ); line.position.set( x, y, z + 25 ); line.rotation.set( rx, ry, rz ); line.scale.set( s, s, s ); group.add( line ); // vertices from real points let particles = new THREE.Points( geometryPoints, new THREE.PointsMaterial( { color: color, size: 4 } ) ); particles.position.set( x, y, z + 75 ); particles.rotation.set( rx, ry, rz ); particles.scale.set( s, s, s ); group.add( particles ); // equidistance sampled points particles = new THREE.Points( geometrySpacedPoints, new THREE.PointsMaterial( { color: color, size: 4 } ) ); particles.position.set( x, y, z + 125 ); particles.rotation.set( rx, ry, rz ); particles.scale.set( s, s, s ); group.add( particles ); } // California const californiaPts = []; californiaPts.push( new THREE.Vector2( 610, 320 ) ); californiaPts.push( new THREE.Vector2( 450, 300 ) ); californiaPts.push( new THREE.Vector2( 392, 392 ) ); californiaPts.push( new THREE.Vector2( 266, 438 ) ); californiaPts.push( new THREE.Vector2( 190, 570 ) ); californiaPts.push( new THREE.Vector2( 190, 600 ) ); californiaPts.push( new THREE.Vector2( 160, 620 ) ); californiaPts.push( new THREE.Vector2( 160, 650 ) ); californiaPts.push( new THREE.Vector2( 180, 640 ) ); californiaPts.push( new THREE.Vector2( 165, 680 ) ); californiaPts.push( new THREE.Vector2( 150, 670 ) ); californiaPts.push( new THREE.Vector2( 90, 737 ) ); californiaPts.push( new THREE.Vector2( 80, 795 ) ); californiaPts.push( new THREE.Vector2( 50, 835 ) ); californiaPts.push( new THREE.Vector2( 64, 870 ) ); californiaPts.push( new THREE.Vector2( 60, 945 ) ); californiaPts.push( new THREE.Vector2( 300, 945 ) ); californiaPts.push( new THREE.Vector2( 300, 743 ) ); californiaPts.push( new THREE.Vector2( 600, 473 ) ); californiaPts.push( new THREE.Vector2( 626, 425 ) ); californiaPts.push( new THREE.Vector2( 600, 370 ) ); californiaPts.push( new THREE.Vector2( 610, 320 ) ); for ( let i = 0; i < californiaPts.length; i ++ ) californiaPts[ i ].multiplyScalar( 0.25 ); const californiaShape = new THREE.Shape( californiaPts ); // Triangle const triangleShape = new THREE.Shape() .moveTo( 80, 20 ) .lineTo( 40, 80 ) .lineTo( 120, 80 ) .lineTo( 80, 20 ); // close path // Heart const x = 0, y = 0; const heartShape = new THREE.Shape() .moveTo( x + 25, y + 25 ) .bezierCurveTo( x + 25, y + 25, x + 20, y, x, y ) .bezierCurveTo( x - 30, y, x - 30, y + 35, x - 30, y + 35 ) .bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 ) .bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 ) .bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y ) .bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 ); // Square const sqLength = 80; const squareShape = new THREE.Shape() .moveTo( 0, 0 ) .lineTo( 0, sqLength ) .lineTo( sqLength, sqLength ) .lineTo( sqLength, 0 ) .lineTo( 0, 0 ); // Rounded rectangle const roundedRectShape = new THREE.Shape(); ( function roundedRect( ctx, x, y, width, height, radius ) { ctx.moveTo( x, y + radius ); ctx.lineTo( x, y + height - radius ); ctx.quadraticCurveTo( x, y + height, x + radius, y + height ); ctx.lineTo( x + width - radius, y + height ); ctx.quadraticCurveTo( x + width, y + height, x + width, y + height - radius ); ctx.lineTo( x + width, y + radius ); ctx.quadraticCurveTo( x + width, y, x + width - radius, y ); ctx.lineTo( x + radius, y ); ctx.quadraticCurveTo( x, y, x, y + radius ); } )( roundedRectShape, 0, 0, 50, 50, 20 ); // Track const trackShape = new THREE.Shape() .moveTo( 40, 40 ) .lineTo( 40, 160 ) .absarc( 60, 160, 20, Math.PI, 0, true ) .lineTo( 80, 40 ) .absarc( 60, 40, 20, 2 * Math.PI, Math.PI, true ); // Circle const circleRadius = 40; const circleShape = new THREE.Shape() .moveTo( 0, circleRadius ) .quadraticCurveTo( circleRadius, circleRadius, circleRadius, 0 ) .quadraticCurveTo( circleRadius, - circleRadius, 0, - circleRadius ) .quadraticCurveTo( - circleRadius, - circleRadius, - circleRadius, 0 ) .quadraticCurveTo( - circleRadius, circleRadius, 0, circleRadius ); // Fish const fishShape = new THREE.Shape() .moveTo( x, y ) .quadraticCurveTo( x + 50, y - 80, x + 90, y - 10 ) .quadraticCurveTo( x + 100, y - 10, x + 115, y - 40 ) .quadraticCurveTo( x + 115, y, x + 115, y + 40 ) .quadraticCurveTo( x + 100, y + 10, x + 90, y + 10 ) .quadraticCurveTo( x + 50, y + 80, x, y ); // Arc circle const arcShape = new THREE.Shape() .moveTo( 50, 10 ) .absarc( 10, 10, 40, 0, Math.PI * 2, false ); const holePath = new THREE.Path() .moveTo( 20, 10 ) .absarc( 10, 10, 10, 0, Math.PI * 2, true ); arcShape.holes.push( holePath ); // Smiley const smileyShape = new THREE.Shape() .moveTo( 80, 40 ) .absarc( 40, 40, 40, 0, Math.PI * 2, false ); const smileyEye1Path = new THREE.Path() .moveTo( 35, 20 ) .absellipse( 25, 20, 10, 10, 0, Math.PI * 2, true ); const smileyEye2Path = new THREE.Path() .moveTo( 65, 20 ) .absarc( 55, 20, 10, 0, Math.PI * 2, true ); const smileyMouthPath = new THREE.Path() .moveTo( 20, 40 ) .quadraticCurveTo( 40, 60, 60, 40 ) .bezierCurveTo( 70, 45, 70, 50, 60, 60 ) .quadraticCurveTo( 40, 80, 20, 60 ) .quadraticCurveTo( 5, 50, 20, 40 ); smileyShape.holes.push( smileyEye1Path ); smileyShape.holes.push( smileyEye2Path ); smileyShape.holes.push( smileyMouthPath ); // Spline shape const splinepts = []; splinepts.push( new THREE.Vector2( 70, 20 ) ); splinepts.push( new THREE.Vector2( 80, 90 ) ); splinepts.push( new THREE.Vector2( - 30, 70 ) ); splinepts.push( new THREE.Vector2( 0, 0 ) ); const splineShape = new THREE.Shape() .moveTo( 0, 0 ) .splineThru( splinepts ); const extrudeSettings = { depth: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 }; // addShape( shape, color, x, y, z, rx, ry,rz, s ); addShape( californiaShape, extrudeSettings, 0xf08000, - 300, - 100, 0, 0, 0, 0, 1 ); addShape( triangleShape, extrudeSettings, 0x8080f0, - 180, 0, 0, 0, 0, 0, 1 ); addShape( roundedRectShape, extrudeSettings, 0x008000, - 150, 150, 0, 0, 0, 0, 1 ); addShape( trackShape, extrudeSettings, 0x008080, 200, - 100, 0, 0, 0, 0, 1 ); addShape( squareShape, extrudeSettings, 0x0040f0, 150, 100, 0, 0, 0, 0, 1 ); addShape( heartShape, extrudeSettings, 0xf00000, 60, 100, 0, 0, 0, Math.PI, 1 ); addShape( circleShape, extrudeSettings, 0x00f000, 120, 250, 0, 0, 0, 0, 1 ); addShape( fishShape, extrudeSettings, 0x404040, - 60, 200, 0, 0, 0, 0, 1 ); addShape( smileyShape, extrudeSettings, 0xf000f0, - 200, 250, 0, 0, 0, Math.PI, 1 ); addShape( arcShape, extrudeSettings, 0x804000, 150, 0, 0, 0, 0, 0, 1 ); addShape( splineShape, extrudeSettings, 0x808080, - 50, - 100, 0, 0, 0, 0, 1 ); addLineShape( arcShape.holes[ 0 ], 0x804000, 150, 0, 0, 0, 0, 0, 1 ); for ( let i = 0; i < smileyShape.holes.length; i += 1 ) { addLineShape( smileyShape.holes[ i ], 0xf000f0, - 200, 250, 0, 0, 0, Math.PI, 1 ); } // renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); stats = new Stats(); container.appendChild( stats.dom ); container.style.touchAction = 'none'; container.addEventListener( 'pointerdown', onPointerDown ); // window.addEventListener( 'resize', onWindowResize ); } function onWindowResize() { windowHalfX = window.innerWidth / 2; camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } // function onPointerDown( event ) { if ( event.isPrimary === false ) return; pointerXOnPointerDown = event.clientX - windowHalfX; targetRotationOnPointerDown = targetRotation; document.addEventListener( 'pointermove', onPointerMove ); document.addEventListener( 'pointerup', onPointerUp ); } function onPointerMove( event ) { if ( event.isPrimary === false ) return; pointerX = event.clientX - windowHalfX; targetRotation = targetRotationOnPointerDown + ( pointerX - pointerXOnPointerDown ) * 0.02; } function onPointerUp() { if ( event.isPrimary === false ) return; document.removeEventListener( 'pointermove', onPointerMove ); document.removeEventListener( 'pointerup', onPointerUp ); } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05; renderer.render( scene, camera ); } </script> </body> </html>
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