3 function addLights(scene){
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4 scene.add(new THREE.AmbientLight(0x222222));
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6 const light1 = new THREE.PointLight(0xffffff, 1, 50);
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7 light1.position.set(15, 1, 40);
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10 const light2 = new THREE.PointLight(0xffffff, 1, 50);
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11 light2.position.set(-15, 0, 40);
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14 const light3 = new THREE.PointLight(0xffffff, 1, 50);
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15 light3.position.set(0, -1, 40);
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20 * setup THREE JS Scene, Camera and Renderer
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22 function setup_scene(canvasSpace) {
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23 const scene = new THREE.Scene();
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24 const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);
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25 const renderer = new THREE.WebGLRenderer();
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26 /** size canvas to leave some space for UI */
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27 renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);
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28 renderer.antialias = true;
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29 /** embed canvas in HTML */
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30 document.getElementById("threejscontainer").appendChild(renderer.domElement);
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32 /** add orbit controls */
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33 const controls = new THREE.OrbitControls(camera, renderer.domElement);
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34 controls.target.set(0, 0, 0);
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37 /** add scene background */
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38 const loader = new THREE.TextureLoader();
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39 const texture = loader.load(
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40 'Textures/tears_of_steel_bridge_2k.jpg',
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42 const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);
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43 rt.fromEquirectangularTexture(renderer, texture);
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44 scene.background = rt;
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47 /** add flag pole */
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48 const geometry = new THREE.CylinderGeometry(0.02, 0.02, 5, 32);
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49 const material = new THREE.MeshStandardMaterial({color: 0xffffff});
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50 const cylinder = new THREE.Mesh(geometry, material);
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51 cylinder.position.set(-0.5, -2.25, 0);
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52 scene.add(cylinder);
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54 /** add global light */
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55 const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
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56 scene.add(directionalLight);
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58 /** position camera */
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59 camera.position.z = 2;
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61 return [scene, camera, renderer];
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64 /** call "init" when document is fully loaded */
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65 document.body.onload = init;
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68 let mousePos = new THREE.Vector2();
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71 * Space left empty under canvas
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74 const canvasSpace = 200;
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76 /** Constant Frame Time */
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77 const frameTime = 1000.0 / 200.0;
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80 let [scene, camera, renderer] = setup_scene(canvasSpace);
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82 const loader = new THREE.TextureLoader();
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83 //Red color: 0xC70039
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85 /** Create cloth and generate mesh */
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86 const cloth = new Cloth(1, 0.5, 20, 20);
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87 const clothGeometry = cloth.generateGeometry();
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88 const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm2.png'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false });
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89 //const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });
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90 const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial);
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91 scene.add(clothMesh);
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93 /** Register wind checkbox */
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94 document.getElementById("windToggle").checked = options.wind;
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95 document.getElementById("windToggle").onchange = (e) => {
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96 options.wind = e.target.checked;
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99 let raycaster = new THREE.Raycaster();
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101 let windKeyDown = false;
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102 let dragKeyDown = false;
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103 let draggedIndex = -1;
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105 * function called every frame
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106 * @param {number} dt - time passed since last frame in ms
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108 function animate(dt) {
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109 /** run simulation step */
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110 cloth.simulate(dt / 1000);
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112 cloth.updateGeometry(clothGeometry);
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114 /** raycast from camera to cursor */
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115 raycaster.setFromCamera(new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera);
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116 intersects = raycaster.intersectObject(clothMesh);
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118 /** provide user interaction */
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119 if (intersects.length > 0) {
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121 cloth.blow(camera.position, intersects);
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122 /** "grab" vertex index */
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123 if (dragKeyDown && draggedIndex == -1)
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124 draggedIndex = intersects[0].face.a;
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126 if (dragKeyDown && draggedIndex != -1)
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127 cloth.drag(calculateMousePosToWorld(mousePos), draggedIndex);
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129 /** queue next frame */
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131 animate(frameTime);
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134 renderer.render(scene, camera);
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138 /** add callback for window resize */
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139 let canvas = document.getElementsByTagName("canvas")[0];
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140 let w = window.innerWidth;
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141 let h = window.innerHeight - canvasSpace;
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142 let resize = function () {
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143 w = window.innerWidth;
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144 h = window.innerHeight - canvasSpace;
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148 window.onresize = resize;
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152 * if canvas has been successfully initialized
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155 if (canvas.getContext) {
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156 animate(frameTime);
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161 /** add mouse move callback */
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162 canvas.onmousemove = (evt) => {
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163 mousePos.x = evt.clientX;
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164 mousePos.y = evt.clientY;
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168 * Prevent context menu while blowing wind
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170 canvas.addEventListener('contextmenu', function(evt) {
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171 evt.preventDefault();
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174 /** register key events */
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175 document.onkeydown = (evt) => {
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176 if (evt.code === "KeyW")
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177 windKeyDown = true;
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178 if (evt.code === "KeyD")
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179 dragKeyDown = true;
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182 document.onkeyup = (evt) => {
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183 if (evt.code === "KeyW")
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184 windKeyDown = false;
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185 if (evt.code === "KeyD") {
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186 dragKeyDown = false;
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191 /** helper function to turn mouse position into 3D coordinates */
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192 function calculateMousePosToWorld(mousePos){
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193 var vec = new THREE.Vector3(); // create once and reuse
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194 var pos = new THREE.Vector3(); // create once and reuse
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197 (mousePos.x / window.innerWidth) * 2 - 1,
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198 - (mousePos.y / window.innerHeight) * 2 + 1,
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201 vec.unproject(camera);
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203 vec.sub(camera.position).normalize();
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205 var distance = - camera.position.z / vec.z;
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207 pos.copy(camera.position).add(vec.multiplyScalar(distance));
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