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No commits in common. "6c9fed62b086624af2d594b846c859e1b1ea8f9e" and "960103b162804a1afca00711a41264b7f377a2fc" have entirely different histories.
6c9fed62b0
...
960103b162
28
main.js
28
main.js
@ -16,11 +16,11 @@ const mazeWidth = 23
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const parameters = {
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elevation: 48,
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azimuth : 53,
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azimuth: 53,
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};
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const waves = {
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A: { direction: 0, steepness: 0.05, wavelength: 3 },
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A: { direction: 0, steepness: 0.05, wavelength: 3 },
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B: { direction: 30, steepness: 0.10, wavelength: 6 },
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C: { direction: 60, steepness: 0.05, wavelength: 1.5 },
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};
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@ -82,8 +82,6 @@ scene.background = new THREE.CubeTextureLoader()
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'lf.jpg',
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] );
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window.scene = scene
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const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.rotation.order = 'YXZ';
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@ -188,7 +186,7 @@ const ground = new THREE.Mesh(
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groundMaterial,
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]
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)
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ground.rotation.x = -Math.PI / 2;
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ground.rotation.x = - Math.PI / 2;
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ground.position.y = -0.5
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ground.receiveShadow = true;
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ground.matrixAutoUpdate = false
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@ -201,20 +199,20 @@ collisionner.add(ground)
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const waterGeometry = new THREE.PlaneGeometry(2048, 2048, 512, 512);
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const ocean = new Water(waterGeometry, {
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textureWidth : 512,
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textureWidth: 512,
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textureHeight: 512,
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waterNormals : loader.load(
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waterNormals: loader.load(
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'textures/waternormals.jpg',
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function (texture) {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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}
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),
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sunDirection : new THREE.Vector3(),
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sunColor : 0xffffff,
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waterColor : 0x001e0f,
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sunDirection: new THREE.Vector3(),
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sunColor: 0xffffff,
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waterColor: 0x001e0f,
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distortionScale: 3.7,
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fog : scene.fog !== undefined,
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alpha : 0.9
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fog: scene.fog !== undefined,
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alpha: 0.9
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});
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ocean.rotation.x = - Math.PI / 2;
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ocean.position.y = -0.2;
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@ -261,10 +259,10 @@ const sun = new THREE.Vector3();
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// Lights
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const ambientLight = new THREE.AmbientLight(0x404040, 7);
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const ambientLight = new THREE.AmbientLight(0x404040, 9);
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scene.add(ambientLight);
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const sunLight = new THREE.DirectionalLight(0xfffae8, 0.5);
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const sunLight = new THREE.DirectionalLight(0xfffae8, 0.7);
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sunLight.castShadow = true;
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sunLight.shadow.camera.near = 0.1;
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sunLight.shadow.camera.far = 1.4 * mazeWidth;
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@ -340,10 +338,10 @@ const raft = new THREE.Mesh(raftGeometry, [
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raft.position.set( .2, ocean.position.y, -mazeWidth/2 - 1 );
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raft.rotation.y = 1.4
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raft.castShadow = true;
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collisionner.add(raft);
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const raftOctree = new Octree();
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raftOctree.fromGraphNode(raft)
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scene.add(raft)
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scene.add(collisionner);
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