float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
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/* | |
** Copyright (c) 2012, Romain Dura [email protected] | |
** | |
** Permission to use, copy, modify, and/or distribute this software for any | |
** purpose with or without fee is hereby granted, provided that the above | |
** copyright notice and this permission notice appear in all copies. | |
** | |
** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES | |
** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF | |
** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY |
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// There's always some fiddling because the GLTF exports a whole scene | |
// with root bone and skinned mesh already appended to it. | |
let gltf = loadedGltf; | |
let skinned; | |
gltf.scene.traverse(function(object) { | |
if (object instanceof THREE.SkinnedMesh) { | |
skinned = object; | |
} | |
}) |
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var cameraZ = camera.position.z; | |
var planeZ = 5; | |
var distance = cameraZ - planeZ; | |
var aspect = viewWidth / viewHeight; | |
var vFov = camera.fov * Math.PI / 180; | |
var planeHeightAtDistance = 2 * Math.tan(vFov / 2) * distance; | |
var planeWidthAtDistance = planeHeightAtDistance * aspect; | |
// or |
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// https://discourse.threejs.org/t/functions-to-calculate-the-visible-width-height-at-a-given-z-depth-from-a-perspective-camera/269 | |
function visibleHeightAtDepth(depth, camera) { | |
// compensate for cameras not positioned at z=0 | |
const cameraOffset = camera.position.z; | |
if ( depth < cameraOffset ) depth -= cameraOffset; | |
else depth += cameraOffset; | |
// vertical fov in radians | |
const vFOV = camera.fov * Math.PI / 180; | |
// Math.abs to ensure the result is always positive |
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const cloneGltf = (gltf) => { | |
const clone = { | |
animations: gltf.animations, | |
scene: gltf.scene.clone(true) | |
}; | |
const skinnedMeshes = {}; | |
gltf.scene.traverse(node => { | |
if (node.isSkinnedMesh) { |
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function webgl_support() { | |
try{ | |
var canvas = document.createElement( 'canvas' ); | |
return !! window.WebGLRenderingContext && ( | |
canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); | |
}catch( e ) { return false; } | |
}; |
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attribute vec3 position; | |
uniform mat4 modelViewMatrix; | |
uniform mat4 modelMatrix; | |
uniform mat4 projectionMatrix; | |
uniform float scale; | |
uniform float size; | |
uniform float aspect; | |
varying vec2 vUv; |
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import { | |
EventDispatcher, | |
Vector2, | |
Vector3, | |
MOUSE, | |
Quaternion, | |
Spherical, | |
PerspectiveCamera, | |
OrthographicCamera, | |
} from 'three'; |
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var fs = require('fs'); | |
var path = require('path'); | |
var http = require('http'); | |
var request = require('request'); | |