Added streaming simulation
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index.html
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index.html
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@ -32,6 +32,16 @@
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camera that you want.
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camera that you want.
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</p>
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</p>
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</li>
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</li>
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<li>
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<p>
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<a href="/stream/">Streaming simulation</a>
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</p>
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<p>
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A mesh of a sphere is fully loaded, and displayed
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progressively. This test is here to prove that we can
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dynamically add vertices and faces to a mesh.
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</p>
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</li>
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</ul>
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</ul>
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</body>
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</body>
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</html>
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</html>
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var ProgessiveSphere = function(loader) {
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Displayable.call(this);
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this.started = false;
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this.finished = false;
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this.wasFinished = false;
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this.begin = false;
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this.addedToScene = false;
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(function(self) {
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loader.load('/data/spheres/4.obj', function(object) {
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object.traverse(function(child) {
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if (child instanceof THREE.Mesh) {
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child.up = new THREE.Vector3(0,0,1);
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self.totalMesh = child;
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self.geometry = new THREE.Geometry();
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self.material = new THREE.MeshLambertMaterial();
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self.material.color.setRGB(1,0,0);
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self.material.side = THREE.DoubleSide;
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self.mesh = new THREE.Mesh(self.geometry, self.material);
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self.current_face = 0;
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self.started = true;
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self.begin = true;
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self.addToScene(scene);
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}
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});
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});
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})(this);
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}
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ProgessiveSphere.prototype = Object.create(Displayable.prototype);
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ProgessiveSphere.prototype.constructor = ProgessiveSphere;
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ProgessiveSphere.prototype.addFace = function() {
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if (this.started && this.begin && this.addedToScene) {
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if (this.current_face < this.totalMesh.geometry.attributes.position.array.length / 3) {
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// Add the 3 new vertices
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this.geometry.vertices.push(new THREE.Vector3(
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this.totalMesh.geometry.attributes.position.array[3*this.current_face],
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+1],
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+2]
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));
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this.geometry.vertices.push(new THREE.Vector3(
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+3],
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+4],
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+5]
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));
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this.geometry.vertices.push(new THREE.Vector3(
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+6],
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+7],
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this.totalMesh.geometry.attributes.position.array[3*this.current_face+8]
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));
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// Add the new face
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this.geometry.faces.push(new THREE.Face3(this.current_face, this.current_face+1, this.current_face+2));
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// Update the stuff
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this.geometry.computeFaceNormals();
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this.current_face += 3;
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this.geometry.elementsNeedUpdate = true;
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this.geometry.normalsNeedUpdate = true;
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this.geometry.verticesNeedUpdate = true;
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this.geometry.groupsNeedUpdate = true;
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} else {
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this.finished = true;
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}
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}
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if (!this.wasFinished && this.finished) {
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this.wasFinished = true;
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alert("Finished reconstructing the mesh !");
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}
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}
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ProgessiveSphere.prototype.addToScene = function(scene) {
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Displayable.prototype.addToScene.call(this, scene);
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this.addedToScene = true;
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}
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<!doctype html>
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<html>
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<head>
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<title>The begining</title>
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<meta charset="utf-8">
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</head>
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<body>
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<h1>Here is stuff</h1>
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<div style="border-width:1px; border-style: solid;" id="container"></div>
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<script src="/js/three/three.min.js"></script>
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<script src="/js/three/MTLLoader.js"></script>
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<script src="/js/three/OBJLoader.js"></script>
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<script src="/js/three/OBJMTLLoader.js"></script>
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<script src="/js/three/OrbitControls.js"></script>
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<script src="/js/three/PointerLockControls.js"></script>
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<script src="/js/Cube.js"></script>
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<script src="/js/BouncingCube.js"></script>
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<script src="/js/Camera.js"></script>
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<script src="/js/PointerCamera.js"></script>
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<script src="/js/FixedCamera.js"></script>
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<script src="/js/CameraContainer.js"></script>
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<script src="/js/Tools.js"></script>
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<script src="/js/ProgressiveSphere.js"></script>
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<script src="js/main.js"></script>
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</body>
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</html>
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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;
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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 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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container.addEventListener('mousedown', function() { } , false);
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// Load the scene
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loader = new THREE.OBJLoader();
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sphere = new ProgessiveSphere(loader);
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// sphere.addToScene(scene);
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// sphere.addToScene(scene);
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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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}
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function animate() {
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// on appelle la fonction animate() récursivement à chaque frame
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requestAnimationFrame(animate);
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camera.update();
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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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