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350 lines
7.9 KiB
JavaScript
350 lines
7.9 KiB
JavaScript
2 months ago
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import * as THREE from 'three';
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import { OrbitControls } from '../../examples/jsm/controls/OrbitControls.js';
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export const threejsLessonUtils = {
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_afterPrettifyFuncs: [],
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init( options = { threejsOptions: {} } ) {
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if ( this.renderer ) {
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return;
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}
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const canvas = document.createElement( 'canvas' );
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canvas.id = 'c';
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document.body.appendChild( canvas );
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const renderer = new THREE.WebGLRenderer( {
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canvas,
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alpha: true,
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antialias: true,
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powerPreference: 'low-power',
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...options.threejsOptions,
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} );
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this.pixelRatio = window.devicePixelRatio;
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this.renderer = renderer;
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this.elemToRenderFuncMap = new Map();
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const resizeRendererToDisplaySize = ( renderer ) => {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth * this.pixelRatio | 0;
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const height = canvas.clientHeight * this.pixelRatio | 0;
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const needResize = canvas.width !== width || canvas.height !== height;
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if ( needResize ) {
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renderer.setSize( width, height, false );
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}
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return needResize;
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};
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const clearColor = new THREE.Color( '#000' );
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let needsUpdate = true;
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let rafRequestId;
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let rafRunning;
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const render = ( time ) => {
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rafRequestId = undefined;
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time *= 0.001;
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const resized = resizeRendererToDisplaySize( renderer );
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// only update if we drew last time
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// so the browser will not recomposite the page
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// of nothing is being drawn.
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if ( needsUpdate ) {
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needsUpdate = false;
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renderer.setScissorTest( false );
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renderer.setClearColor( clearColor, 0 );
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renderer.clear( true, true );
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renderer.setScissorTest( true );
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}
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this.elementsOnScreen.forEach( elem => {
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const fn = this.elemToRenderFuncMap.get( elem );
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const wasRendered = fn( renderer, time, resized );
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needsUpdate = needsUpdate || wasRendered;
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} );
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if ( needsUpdate ) {
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// maybe there is another way. Originally I used `position: fixed`
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// but the problem is if we can't render as fast as the browser
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// scrolls then our shapes lag. 1 or 2 frames of lag isn't too
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// horrible but iOS would often been 1/2 a second or worse.
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// By doing it this way the canvas will scroll which means the
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// worse that happens is part of the shapes scrolling on don't
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// get drawn for a few frames but the shapes that are on the screen
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// scroll perfectly.
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//
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// I'm using `transform` on the voodoo that it doesn't affect
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// layout as much as `top` since AFAIK setting `top` is in
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// the flow but `transform` is not though thinking about it
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// the given we're `position: absolute` maybe there's no difference?
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const transform = `translateY(${window.scrollY}px)`;
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renderer.domElement.style.transform = transform;
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}
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if ( rafRunning ) {
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startRAFLoop();
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}
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};
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function startRAFLoop() {
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rafRunning = true;
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if ( ! rafRequestId ) {
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rafRequestId = requestAnimationFrame( render );
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}
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}
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this.elementsOnScreen = new Set();
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this.intersectionObserver = new IntersectionObserver( ( entries ) => {
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entries.forEach( entry => {
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if ( entry.isIntersecting ) {
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this.elementsOnScreen.add( entry.target );
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} else {
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this.elementsOnScreen.delete( entry.target );
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}
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// Each entry describes an intersection change for one observed
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// target element:
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// entry.boundingClientRect
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// entry.intersectionRatio
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// entry.intersectionRect
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// entry.isIntersecting
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// entry.rootBounds
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// entry.target
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// entry.time
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} );
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if ( this.elementsOnScreen.size > 0 ) {
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startRAFLoop();
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} else {
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rafRunning = false;
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}
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} );
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},
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addDiagrams( diagrams ) {
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[ ...document.querySelectorAll( '[data-diagram]' ) ].forEach( ( elem ) => {
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const name = elem.dataset.diagram;
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const info = diagrams[ name ];
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if ( ! info ) {
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throw new Error( `no diagram: ${name}` );
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}
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this.addDiagram( elem, info );
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} );
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},
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addDiagram( elem, info ) {
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this.init();
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const scene = new THREE.Scene();
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let targetFOVDeg = 60;
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const aspect = 1;
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const near = 0.1;
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const far = 50;
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let camera = new THREE.PerspectiveCamera( targetFOVDeg, aspect, near, far );
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camera.position.z = 15;
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scene.add( camera );
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const root = new THREE.Object3D();
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scene.add( root );
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const renderInfo = {
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pixelRatio: this.pixelRatio,
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camera,
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scene,
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root,
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renderer: this.renderer,
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elem,
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};
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const obj3D = info.create( { scene, camera, renderInfo } );
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const promise = ( obj3D instanceof Promise ) ? obj3D : Promise.resolve( obj3D );
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const updateFunctions = [];
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const resizeFunctions = [];
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const settings = {
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lights: true,
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trackball: true,
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// resize(renderInfo) {
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// },
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// update(time, renderInfo) {
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// },
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render( renderInfo ) {
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renderInfo.renderer.render( renderInfo.scene, renderInfo.camera );
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},
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};
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promise.then( ( result ) => {
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const info = result instanceof THREE.Object3D ? {
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obj3D: result,
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} : result;
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if ( info.obj3D ) {
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root.add( info.obj3D );
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}
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if ( info.update ) {
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updateFunctions.push( info.update );
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}
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if ( info.resize ) {
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resizeFunctions.push( info.resize );
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}
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if ( info.camera ) {
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camera = info.camera;
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renderInfo.camera = camera;
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}
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Object.assign( settings, info );
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targetFOVDeg = camera.fov;
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if ( settings.trackball !== false ) {
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const controls = new OrbitControls( camera, elem );
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controls.rotateSpeed = 1 / 6;
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controls.enableZoom = false;
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controls.enablePan = false;
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elem.removeAttribute( 'tabIndex' );
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//resizeFunctions.push(controls.handleResize.bind(controls));
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updateFunctions.push( controls.update.bind( controls ) );
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}
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// add the lights as children of the camera.
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// this is because TrackballControls move the camera.
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// We really want to rotate the object itself but there's no
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// controls for that so we fake it by putting all the lights
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// on the camera so they move with it.
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if ( settings.lights !== false ) {
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camera.add( new THREE.HemisphereLight( 0xaaaaaa, 0x444444, .5 ) );
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const light = new THREE.DirectionalLight( 0xffffff, 1 );
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light.position.set( - 1, 2, 4 - 15 );
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camera.add( light );
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}
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} );
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let oldWidth = - 1;
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let oldHeight = - 1;
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const render = ( renderer, time ) => {
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root.rotation.x = time * .1;
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root.rotation.y = time * .11;
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const rect = elem.getBoundingClientRect();
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if ( rect.bottom < 0 || rect.top > renderer.domElement.clientHeight ||
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rect.right < 0 || rect.left > renderer.domElement.clientWidth ) {
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return false;
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}
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renderInfo.width = rect.width * this.pixelRatio;
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renderInfo.height = rect.height * this.pixelRatio;
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renderInfo.left = rect.left * this.pixelRatio;
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renderInfo.bottom = ( renderer.domElement.clientHeight - rect.bottom ) * this.pixelRatio;
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if ( renderInfo.width !== oldWidth || renderInfo.height !== oldHeight ) {
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oldWidth = renderInfo.width;
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oldHeight = renderInfo.height;
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resizeFunctions.forEach( fn => fn( renderInfo ) );
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}
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updateFunctions.forEach( fn => fn( time, renderInfo ) );
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const aspect = renderInfo.width / renderInfo.height;
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const fovDeg = aspect >= 1
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? targetFOVDeg
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: THREE.MathUtils.radToDeg( 2 * Math.atan( Math.tan( THREE.MathUtils.degToRad( targetFOVDeg ) * .5 ) / aspect ) );
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camera.fov = fovDeg;
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camera.aspect = aspect;
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camera.updateProjectionMatrix();
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renderer.setViewport( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
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renderer.setScissor( renderInfo.left, renderInfo.bottom, renderInfo.width, renderInfo.height );
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settings.render( renderInfo );
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return true;
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};
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this.intersectionObserver.observe( elem );
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this.elemToRenderFuncMap.set( elem, render );
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},
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onAfterPrettify( fn ) {
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this._afterPrettifyFuncs.push( fn );
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},
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afterPrettify() {
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this._afterPrettifyFuncs.forEach( ( fn ) => {
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fn();
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} );
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},
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};
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window.threejsLessonUtils = threejsLessonUtils;
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