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295 lines
8.0 KiB
HTML
295 lines
8.0 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js xr - ball shooter</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> xr - ball shooter
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { BoxLineGeometry } from 'three/addons/geometries/BoxLineGeometry.js';
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import { XRButton } from 'three/addons/webxr/XRButton.js';
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import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
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import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let camera, scene, renderer;
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let controller1, controller2;
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let controllerGrip1, controllerGrip2;
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let room, spheres, physics;
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const velocity = new THREE.Vector3();
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let count = 0;
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init();
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await initPhysics();
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function init() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x505050 );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 50 );
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camera.position.set( 0, 1.6, 3 );
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room = new THREE.LineSegments(
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new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
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new THREE.LineBasicMaterial( { color: 0x808080 } )
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);
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room.geometry.translate( 0, 3, 0 );
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scene.add( room );
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scene.add( new THREE.HemisphereLight( 0xbbbbbb, 0x888888, 3 ) );
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const light = new THREE.DirectionalLight( 0xffffff, 3 );
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light.position.set( 1, 1, 1 ).normalize();
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scene.add( light );
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.xr.enabled = true;
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document.body.appendChild( renderer.domElement );
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//
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.maxDistance = 10;
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controls.target.y = 1.6;
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controls.update();
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document.body.appendChild( XRButton.createButton( renderer, {
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'optionalFeatures': [ 'depth-sensing' ],
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'depthSensing': { 'usagePreference': [ 'gpu-optimized' ], 'dataFormatPreference': [] }
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} ) );
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// controllers
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function onSelectStart() {
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this.userData.isSelecting = true;
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}
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function onSelectEnd() {
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this.userData.isSelecting = false;
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}
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controller1 = renderer.xr.getController( 0 );
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controller1.addEventListener( 'selectstart', onSelectStart );
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controller1.addEventListener( 'selectend', onSelectEnd );
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controller1.addEventListener( 'connected', function ( event ) {
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this.add( buildController( event.data ) );
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} );
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controller1.addEventListener( 'disconnected', function () {
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this.remove( this.children[ 0 ] );
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} );
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scene.add( controller1 );
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controller2 = renderer.xr.getController( 1 );
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controller2.addEventListener( 'selectstart', onSelectStart );
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controller2.addEventListener( 'selectend', onSelectEnd );
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controller2.addEventListener( 'connected', function ( event ) {
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this.add( buildController( event.data ) );
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} );
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controller2.addEventListener( 'disconnected', function () {
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this.remove( this.children[ 0 ] );
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} );
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scene.add( controller2 );
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// The XRControllerModelFactory will automatically fetch controller models
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// that match what the user is holding as closely as possible. The models
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// should be attached to the object returned from getControllerGrip in
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// order to match the orientation of the held device.
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const controllerModelFactory = new XRControllerModelFactory();
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controllerGrip1 = renderer.xr.getControllerGrip( 0 );
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controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
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scene.add( controllerGrip1 );
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controllerGrip2 = renderer.xr.getControllerGrip( 1 );
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controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
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scene.add( controllerGrip2 );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function buildController( data ) {
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let geometry, material;
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switch ( data.targetRayMode ) {
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case 'tracked-pointer':
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geometry = new THREE.BufferGeometry();
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geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 1 ], 3 ) );
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geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( [ 0.5, 0.5, 0.5, 0, 0, 0 ], 3 ) );
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material = new THREE.LineBasicMaterial( { vertexColors: true, blending: THREE.AdditiveBlending } );
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return new THREE.Line( geometry, material );
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case 'gaze':
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geometry = new THREE.RingGeometry( 0.02, 0.04, 32 ).translate( 0, 0, - 1 );
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material = new THREE.MeshBasicMaterial( { opacity: 0.5, transparent: true } );
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return new THREE.Mesh( geometry, material );
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}
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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async function initPhysics() {
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physics = await RapierPhysics();
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{
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// Floor
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const geometry = new THREE.BoxGeometry( 6, 2, 6 );
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const material = new THREE.MeshNormalMaterial( { visible: false } );
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const floor = new THREE.Mesh( geometry, material );
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floor.position.y = - 1;
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floor.userData.physics = { mass: 0 };
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scene.add( floor );
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// Walls
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const wallPX = new THREE.Mesh( geometry, material );
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wallPX.position.set( 4, 3, 0 );
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wallPX.rotation.z = Math.PI / 2;
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wallPX.userData.physics = { mass: 0 };
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scene.add( wallPX );
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const wallNX = new THREE.Mesh( geometry, material );
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wallNX.position.set( - 4, 3, 0 );
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wallNX.rotation.z = Math.PI / 2;
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wallNX.userData.physics = { mass: 0 };
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scene.add( wallNX );
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const wallPZ = new THREE.Mesh( geometry, material );
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wallPZ.position.set( 0, 3, 4 );
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wallPZ.rotation.x = Math.PI / 2;
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wallPZ.userData.physics = { mass: 0 };
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scene.add( wallPZ );
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const wallNZ = new THREE.Mesh( geometry, material );
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wallNZ.position.set( 0, 3, - 4 );
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wallNZ.rotation.x = Math.PI / 2;
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wallNZ.userData.physics = { mass: 0 };
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scene.add( wallNZ );
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}
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// Spheres
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const geometry = new THREE.IcosahedronGeometry( 0.08, 3 );
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const material = new THREE.MeshLambertMaterial();
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spheres = new THREE.InstancedMesh( geometry, material, 800 );
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spheres.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
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spheres.userData.physics = { mass: 1, restitution: 1.1 };
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scene.add( spheres );
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const matrix = new THREE.Matrix4();
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const color = new THREE.Color();
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for ( let i = 0; i < spheres.count; i ++ ) {
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const x = Math.random() * 4 - 2;
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const y = Math.random() * 4;
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const z = Math.random() * 4 - 2;
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matrix.setPosition( x, y, z );
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spheres.setMatrixAt( i, matrix );
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spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
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}
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physics.addScene( scene );
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}
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//
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function handleController( controller ) {
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if ( controller.userData.isSelecting ) {
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physics.setMeshPosition( spheres, controller.position, count );
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velocity.x = ( Math.random() - 0.5 ) * 2;
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velocity.y = ( Math.random() - 0.5 ) * 2;
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velocity.z = ( Math.random() - 9 );
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velocity.applyQuaternion( controller.quaternion );
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physics.setMeshVelocity( spheres, velocity, count );
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if ( ++ count === spheres.count ) count = 0;
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}
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}
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function animate() {
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handleController( controller1 );
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handleController( controller2 );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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