static
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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 - pointerlock controls</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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<style>
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#blocker {
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position: absolute;
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width: 100%;
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height: 100%;
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background-color: rgba(0,0,0,0.5);
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}
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#instructions {
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width: 100%;
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height: 100%;
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display: -webkit-box;
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display: -moz-box;
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display: box;
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-webkit-box-orient: horizontal;
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-moz-box-orient: horizontal;
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box-orient: horizontal;
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-webkit-box-pack: center;
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-moz-box-pack: center;
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box-pack: center;
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-webkit-box-align: center;
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-moz-box-align: center;
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box-align: center;
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color: #ffffff;
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text-align: center;
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font-family: Arial;
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font-size: 14px;
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line-height: 24px;
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cursor: pointer;
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}
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</style>
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</head>
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<body>
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<div id="blocker">
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<div id="instructions">
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<span style="font-size:36px">Click to play</span>
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<br /><br />
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Move: WASD<br/>
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Jump: SPACE<br/>
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Look: MOUSE
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</div>
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</div>
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<script type="module">
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import * as THREE from '../build/three.module.js';
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import { PointerLockControls } from './jsm/controls/PointerLockControls.js';
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let camera, scene, renderer, controls;
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const objects = [];
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let raycaster;
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let moveForward = false;
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let moveBackward = false;
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let moveLeft = false;
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let moveRight = false;
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let canJump = false;
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let prevTime = performance.now();
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const velocity = new THREE.Vector3();
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const direction = new THREE.Vector3();
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const vertex = new THREE.Vector3();
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const color = new THREE.Color();
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.y = 10;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xffffff );
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scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
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const light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 0.75 );
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light.position.set( 0.5, 1, 0.75 );
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scene.add( light );
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controls = new PointerLockControls( camera, document.body );
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const blocker = document.getElementById( 'blocker' );
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const instructions = document.getElementById( 'instructions' );
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instructions.addEventListener( 'click', function () {
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controls.lock();
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} );
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controls.addEventListener( 'lock', function () {
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instructions.style.display = 'none';
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blocker.style.display = 'none';
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} );
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controls.addEventListener( 'unlock', function () {
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blocker.style.display = 'block';
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instructions.style.display = '';
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} );
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scene.add( controls.getObject() );
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const onKeyDown = function ( event ) {
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switch ( event.code ) {
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case 'ArrowUp':
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case 'KeyW':
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moveForward = true;
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break;
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case 'ArrowLeft':
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case 'KeyA':
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moveLeft = true;
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break;
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case 'ArrowDown':
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case 'KeyS':
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moveBackward = true;
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break;
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case 'ArrowRight':
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case 'KeyD':
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moveRight = true;
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break;
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case 'Space':
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if ( canJump === true ) velocity.y += 350;
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canJump = false;
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break;
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}
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};
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const onKeyUp = function ( event ) {
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switch ( event.code ) {
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case 'ArrowUp':
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case 'KeyW':
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moveForward = false;
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break;
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case 'ArrowLeft':
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case 'KeyA':
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moveLeft = false;
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break;
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case 'ArrowDown':
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case 'KeyS':
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moveBackward = false;
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break;
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case 'ArrowRight':
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case 'KeyD':
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moveRight = false;
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break;
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}
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};
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document.addEventListener( 'keydown', onKeyDown );
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document.addEventListener( 'keyup', onKeyUp );
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raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
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// floor
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let floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
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floorGeometry.rotateX( - Math.PI / 2 );
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// vertex displacement
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let position = floorGeometry.attributes.position;
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for ( let i = 0, l = position.count; i < l; i ++ ) {
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vertex.fromBufferAttribute( position, i );
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vertex.x += Math.random() * 20 - 10;
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vertex.y += Math.random() * 2;
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vertex.z += Math.random() * 20 - 10;
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position.setXYZ( i, vertex.x, vertex.y, vertex.z );
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}
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floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
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position = floorGeometry.attributes.position;
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const colorsFloor = [];
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for ( let i = 0, l = position.count; i < l; i ++ ) {
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color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
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colorsFloor.push( color.r, color.g, color.b );
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}
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floorGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsFloor, 3 ) );
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const floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: true } );
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const floor = new THREE.Mesh( floorGeometry, floorMaterial );
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scene.add( floor );
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// objects
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const boxGeometry = new THREE.BoxGeometry( 20, 20, 20 ).toNonIndexed();
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position = boxGeometry.attributes.position;
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const colorsBox = [];
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for ( let i = 0, l = position.count; i < l; i ++ ) {
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color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
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colorsBox.push( color.r, color.g, color.b );
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}
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boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsBox, 3 ) );
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for ( let i = 0; i < 500; i ++ ) {
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const boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: true } );
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boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75 );
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const box = new THREE.Mesh( boxGeometry, boxMaterial );
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box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
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box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
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box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
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scene.add( box );
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objects.push( box );
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}
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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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document.body.appendChild( renderer.domElement );
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//
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window.addEventListener( 'resize', onWindowResize );
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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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function animate() {
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requestAnimationFrame( animate );
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const time = performance.now();
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if ( controls.isLocked === true ) {
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raycaster.ray.origin.copy( controls.getObject().position );
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raycaster.ray.origin.y -= 10;
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const intersections = raycaster.intersectObjects( objects );
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const onObject = intersections.length > 0;
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const delta = ( time - prevTime ) / 1000;
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velocity.x -= velocity.x * 10.0 * delta;
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velocity.z -= velocity.z * 10.0 * delta;
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velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
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direction.z = Number( moveForward ) - Number( moveBackward );
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direction.x = Number( moveRight ) - Number( moveLeft );
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direction.normalize(); // this ensures consistent movements in all directions
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if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
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if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
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if ( onObject === true ) {
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velocity.y = Math.max( 0, velocity.y );
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canJump = true;
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}
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controls.moveRight( - velocity.x * delta );
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controls.moveForward( - velocity.z * delta );
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controls.getObject().position.y += ( velocity.y * delta ); // new behavior
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if ( controls.getObject().position.y < 10 ) {
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velocity.y = 0;
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controls.getObject().position.y = 10;
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canJump = true;
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}
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}
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prevTime = time;
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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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