A hell of a lot cleaning
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91
js/l3d/apps/stream-demo/main.js
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91
js/l3d/apps/stream-demo/main.js
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var mesh_number = 25;
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var renderer, scene, controls, cube, container, plane, mouse= {x:0, y:0}, sphere, sphereLoader;
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var bigmesh;
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var raycaster;
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var objects = [];
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var spheres = new Array(mesh_number);
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var visible = 0;
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var previousTime;
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var loader;
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var container_size = {width: 1067, height: 600};
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init();
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animate();
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function init() {
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// on initialise le moteur de rendu
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container = document.getElementById('container');
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container.style.height = container_size.height + 'px';
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container.style.width = container_size.width + 'px';
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renderer = new THREE.WebGLRenderer({alpha:"true"});
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renderer.setSize(container_size.width, container_size.height);
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renderer.shadowMapEnabled = true;
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// renderer.setClearColor(0x000000);
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document.getElementById('container').appendChild(renderer.domElement);
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// on initialise la scène
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scene = new THREE.Scene();
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raycaster = new THREE.Raycaster();
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// init light
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var directional_light = new THREE.DirectionalLight(0x999999);
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directional_light.position.set(1, 0.5, 1).normalize();
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directional_light.castShadow = true;
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scene.add(directional_light);
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var ambient_light = new THREE.AmbientLight(0x333333);
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scene.add(ambient_light);
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// on initialise la camera que l’on place ensuite sur la scène
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camera = new Camera(50, container_size.width / container_size.height, 1, 100000);
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scene.add(camera);
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window.addEventListener('resize', onWindowResize, false);
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// Load the scene
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// loader = new THREE.OBJLoader();
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sphereLoader = new ProgressiveLoaderGeometry('/static/data/spheres/' + params.get.res + '.obj', scene, null);
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sphereLoader.load();
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sphere = sphereLoader.obj;
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plane = new Plane(1000,1000);
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plane.translate(0,0,-100);
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plane.addToScene(scene);
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setInterval(animate, 20);
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}
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function animate() {
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// requestAnimationFrame(animate);
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var currentTime = Date.now() - previousTime;
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camera.update(isNaN(currentTime) ? 20 : currentTime);
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previousTime = Date.now();
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camera.look();
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// sphere.addFace();
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renderer.render(scene, camera);
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}
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function onWindowResize() {
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camera.aspect = container.offsetWidth / container.offsetHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(container.offsetWidth, container.offsetHeight);
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renderer.render(scene, camera);
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}
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function hide(object) {
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object.traverse(function(object) {object.visible = false;});
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}
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function show(object) {
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object.traverse(function(object) {object.visible = true;});
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}
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function click(event) {
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// Nope
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}
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