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288 lines
7.2 KiB
HTML
288 lines
7.2 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 webgl - scenes transition</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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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> webgl scene transitions<br/>
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by <a href="https://twitter.com/fernandojsg">fernandojsg</a> - <a href="https://github.com/kile/three.js-demos">github</a>
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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 Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import TWEEN from 'three/addons/libs/tween.module.js';
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderTransitionPass } from 'three/addons/postprocessing/RenderTransitionPass.js';
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import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
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let stats;
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let renderer, composer, renderTransitionPass;
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const textures = [];
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const clock = new THREE.Clock();
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const params = {
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sceneAnimate: true,
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transitionAnimate: true,
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transition: 0,
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useTexture: true,
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texture: 5,
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cycle: true,
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threshold: 0.1,
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};
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const fxSceneA = new FXScene( new THREE.BoxGeometry( 2, 2, 2 ), new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
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const fxSceneB = new FXScene( new THREE.IcosahedronGeometry( 1, 1 ), new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
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init();
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function init() {
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initGUI();
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initTextures();
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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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document.body.appendChild( renderer.domElement );
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composer = new EffectComposer( renderer );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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renderTransitionPass = new RenderTransitionPass( fxSceneA.scene, fxSceneA.camera, fxSceneB.scene, fxSceneB.camera );
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renderTransitionPass.setTexture( textures[ 0 ] );
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composer.addPass( renderTransitionPass );
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const outputPass = new OutputPass();
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composer.addPass( outputPass );
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}
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window.addEventListener( 'resize', onWindowResize );
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function onWindowResize() {
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fxSceneA.resize();
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fxSceneB.resize();
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renderer.setSize( window.innerWidth, window.innerHeight );
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composer.setSize( window.innerWidth, window.innerHeight );
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}
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new TWEEN.Tween( params )
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.to( { transition: 1 }, 1500 )
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.onUpdate( function () {
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renderTransitionPass.setTransition( params.transition );
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// Change the current alpha texture after each transition
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if ( params.cycle ) {
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if ( params.transition == 0 || params.transition == 1 ) {
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params.texture = ( params.texture + 1 ) % textures.length;
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renderTransitionPass.setTexture( textures[ params.texture ] );
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}
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}
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} )
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.repeat( Infinity )
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.delay( 2000 )
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.yoyo( true )
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.start();
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function animate() {
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// Transition animation
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if ( params.transitionAnimate ) TWEEN.update();
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const delta = clock.getDelta();
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fxSceneA.update( delta );
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fxSceneB.update( delta );
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render();
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stats.update();
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}
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function initTextures() {
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const loader = new THREE.TextureLoader();
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for ( let i = 0; i < 6; i ++ ) {
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textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
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}
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}
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function initGUI() {
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const gui = new GUI();
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gui.add( params, 'sceneAnimate' ).name( 'Animate scene' );
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gui.add( params, 'transitionAnimate' ).name( 'Animate transition' );
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gui.add( params, 'transition', 0, 1, 0.01 ).onChange( function ( value ) {
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renderTransitionPass.setTransition( value );
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} ).listen();
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gui.add( params, 'useTexture' ).onChange( function ( value ) {
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renderTransitionPass.useTexture( value );
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} );
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gui.add( params, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function ( value ) {
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renderTransitionPass.setTexture( textures[ value ] );
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} ).listen();
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gui.add( params, 'cycle' );
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gui.add( params, 'threshold', 0, 1, 0.01 ).onChange( function ( value ) {
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renderTransitionPass.setTextureThreshold( value );
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} );
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}
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function render() {
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// Prevent render both scenes when it's not necessary
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if ( params.transition === 0 ) {
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renderer.render( fxSceneB.scene, fxSceneB.camera );
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} else if ( params.transition === 1 ) {
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renderer.render( fxSceneA.scene, fxSceneA.camera );
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} else {
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// When 0 < transition < 1 render transition between two scenes
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composer.render();
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}
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}
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function FXScene( geometry, rotationSpeed, backgroundColor ) {
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const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.position.z = 20;
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// Setup scene
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const scene = new THREE.Scene();
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scene.background = new THREE.Color( backgroundColor );
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scene.add( new THREE.AmbientLight( 0xaaaaaa, 3 ) );
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const light = new THREE.DirectionalLight( 0xffffff, 3 );
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light.position.set( 0, 1, 4 );
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scene.add( light );
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this.rotationSpeed = rotationSpeed;
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const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
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const material = new THREE.MeshPhongMaterial( { color: color, flatShading: true } );
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const mesh = generateInstancedMesh( geometry, material, 500 );
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scene.add( mesh );
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this.scene = scene;
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this.camera = camera;
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this.mesh = mesh;
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this.update = function ( delta ) {
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if ( params.sceneAnimate ) {
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mesh.rotation.x += this.rotationSpeed.x * delta;
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mesh.rotation.y += this.rotationSpeed.y * delta;
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mesh.rotation.z += this.rotationSpeed.z * delta;
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}
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};
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this.resize = function () {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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};
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}
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function generateInstancedMesh( geometry, material, count ) {
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const mesh = new THREE.InstancedMesh( geometry, material, count );
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const dummy = new THREE.Object3D();
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const color = new THREE.Color();
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for ( let i = 0; i < count; i ++ ) {
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dummy.position.x = Math.random() * 100 - 50;
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dummy.position.y = Math.random() * 60 - 30;
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dummy.position.z = Math.random() * 80 - 40;
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dummy.rotation.x = Math.random() * 2 * Math.PI;
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dummy.rotation.y = Math.random() * 2 * Math.PI;
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dummy.rotation.z = Math.random() * 2 * Math.PI;
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dummy.scale.x = Math.random() * 2 + 1;
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if ( geometry.type === 'BoxGeometry' ) {
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dummy.scale.y = Math.random() * 2 + 1;
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dummy.scale.z = Math.random() * 2 + 1;
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} else {
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dummy.scale.y = dummy.scale.x;
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dummy.scale.z = dummy.scale.x;
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}
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dummy.updateMatrix();
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mesh.setMatrixAt( i, dummy.matrix );
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mesh.setColorAt( i, color.setScalar( 0.1 + 0.9 * Math.random() ) );
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}
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return mesh;
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}
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</script>
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</body>
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</html>
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