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img/ground.jpg
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img/ground.jpg
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26
main.js
26
main.js
@ -46,7 +46,7 @@ camera.rotation.order = 'YXZ';
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camera.position.set( 0, 0.7, 0);
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const worldOctree = new Octree();
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const raftOctree = new Octree();
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const raftOctree = new Octree();
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const container = document.getElementById( 'container' );
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@ -74,9 +74,9 @@ const ocean = new Water(
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alpha : 0.7
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}
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);
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ocean.rotation.x = - Math.PI * 0.5;
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ocean.position.y = -.01
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ocean.receiveShadow = true;
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ocean.rotation.x = - Math.PI * 0.5;
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ocean.position.y = -.01
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ocean.receiveShadow = true;
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ocean.material.transparent = true;
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scene.add( ocean );
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@ -152,7 +152,7 @@ function updateSun() {
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}
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const phi = Math.PI/2 - elevation
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const phi = Math.PI/2 - elevation
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const theta = azimuth
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sun.setFromSphericalCoords( 100, phi, theta );
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@ -163,7 +163,7 @@ function updateSun() {
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if ( elevation >= 0 ) {
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sunLight.visible = true
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sunLight.visible = true
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torchLight.visible = false
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} else {
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@ -187,7 +187,7 @@ const updateSunIntervalId = setInterval( updateSun, 100 );
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// Ground
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const groundGeometry = new THREE.PlaneGeometry(mazeLength, mazeWidth)
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groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
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groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping
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groundTexture.repeat.set(50, 50)
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const groundMaterial = new THREE.MeshPhongMaterial( {
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map : groundTexture,
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@ -251,11 +251,13 @@ const wallMaterial = new THREE.MeshPhongMaterial( {
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} )
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const maze = new MazeMesh( mazeLength, mazeWidth, wallMaterial );
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maze.castShadow = true;
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maze.receiveShadow = true;
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maze.castShadow = true;
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maze.receiveShadow = true;
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maze.matrixAutoUpdate = false
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scene.add(maze)
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console.log(String(maze))
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const wall = new THREE.Mesh( maze.geometry );
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let matrix = new THREE.Matrix4()
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for ( let i=0; i<maze.count; i++ ) {
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@ -265,8 +267,6 @@ for ( let i=0; i<maze.count; i++ ) {
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worldOctree.fromGraphNode( clone )
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}
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console.log(String(maze))
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// debug
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let stats, octreeHelper, gui
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@ -554,8 +554,8 @@ const waves = {
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}
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function getWaveInfo(x, z, time) {
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const pos = new THREE.Vector3()
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const tangent = new THREE.Vector3(1, 0, 0)
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const pos = new THREE.Vector3()
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const tangent = new THREE.Vector3(1, 0, 0)
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const binormal = new THREE.Vector3(0, 0, 1)
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Object.keys(waves).forEach(function (wave) {
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const w = waves[wave]
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