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Creating Real-Time WebGL Visualizations
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function handleMsg(msg) { | |
if (VISIBLE) { | |
addData(msg.pub, msg.subs); | |
} | |
} | |
pubnub = new PubNub({ | |
publishKey : 'demo', | |
subscribeKey : 'demo' | |
}) | |
pubnub.addListener({ | |
message: function(message) { | |
handleMsg(message); | |
} | |
}) | |
pubnub.subscribe({ | |
channels : ["real-time-stats-geostats"], | |
}); |
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el.addEventListener('mousedown', function (event) { | |
isDown = true; | |
IDLE = false; | |
clearTimeout(interval); | |
onDownMouse = { | |
x: event.clientX, | |
y: -event.clientY | |
}; | |
targetDownMouse = { | |
x: target.x, | |
y: target.y | |
}; | |
}); | |
el.addEventListener('mouseup', function (event) { | |
isDown = false; | |
clearTimeout(interval); | |
interval = setTimeout(function () { | |
IDLE = true; | |
}, IDLE_TIME); | |
}); | |
el.addEventListener('mousemove', function (event) { | |
if (isDown == true) { | |
var mouseX = event.clientX, | |
mouseY = -event.clientY; | |
target.x = targetDownMouse.x + (onDownMouse.x - mouseX) * 0.005; | |
target.y = targetDownMouse.y + (onDownMouse.y - mouseY) * 0.005; | |
target.y = target.y > PI_HALF ? PI_HALF : target.y; | |
target.y = target.y < -PI_HALF ? -PI_HALF : target.y; | |
} | |
}); |
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el.addEventListener('mousewheel', function (event) { | |
target.zoom -= event.wheelDeltaY * 0.3; | |
if (target.zoom > 3000) target.zoom = 3000; | |
if (target.zoom < 1300) target.zoom = 1300; | |
event.preventDefault(); | |
return false; | |
}); |
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function render() { | |
// … other rendering code | |
rotation.x += (target.x - rotation.x) * 0.1; | |
rotation.y += (target.y - rotation.y) * 0.1; | |
DISTANCE += (target.zoom - DISTANCE) * 0.3; | |
checkIdle(); | |
// Convert our 2d camera target into 3d world coords | |
camera.position.x = DISTANCE * Math.sin(rotation.x) * Math.cos(rotation.y); | |
camera.position.y = DISTANCE * Math.sin(rotation.y); | |
camera.position.z = DISTANCE * Math.cos(rotation.x) * Math.cos(rotation.y); | |
camera.lookAt( scene.position ); | |
} |
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