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<!DOCTYPE html>
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<html>
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<head>
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<title>2019nCov draw by Cheney</title>
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<script type="text/javascript" src="./three.js"></script>
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<script src="./ColladaLoader.js" type="text/javascript"></script>
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<script src="./OrbitControls.js" type="text/javascript"></script>
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<script src="./jquery.min.js"></script>
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<script type="text/javascript" src="./stats.min.js"></script>
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<script type="text/javascript" src="./SVGRenderer.js"></script>
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<script id="vertexShader" type="x-shader/x-vertex">
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uniform vec3 viewVector;
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uniform float c;
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uniform float p;
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varying float intensity;
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void main()
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{
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vec3 vNormal = normalize( normalMatrix * normal );
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vec3 vNormel = normalize( normalMatrix * viewVector );
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intensity = pow( c - dot(vNormal, vNormel), p );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<!-- fragment shader a.k.a. pixel shader -->
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<script id="fragmentShader" type="x-shader/x-vertex">
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uniform vec3 glowColor;
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varying float intensity;
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void main()
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{
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vec3 glow = glowColor * intensity;
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gl_FragColor = vec4( glow, 1.0 );
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}
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</script>
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<style>
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body {
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/* set margin to 0 and overflow to hidden, to go fullscreen */
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margin: 0;
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overflow: hidden;
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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="Stats-output">
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</div>
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<!-- Div which will hold the Output -->
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<div id="WebGL-output">
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</div>
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<!-- Javascript code that runs our Three.js examples -->
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<script type="text/javascript">
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// once everything is loaded, we run our Three.js stuff.
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$(function () {
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var mouseX = 0, mouseY = 0;
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var human;
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camstep = 0;
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var stats = initStats();
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// create a scene, that will hold all our elements such as objects, cameras and lights.
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var scene = new THREE.Scene();
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// create a camera, which defines where we're looking at.
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var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
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// create a render and set the size
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var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
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renderer.setClearColor(0x000000, 1.0);
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMapEnabled = true;
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renderer.shadowMapType = THREE.PCFShadowMap;
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materialCameraPosition = camera.position.clone();
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materialCameraPosition.z += 10;
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// position and point the camera to the center of the scene
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camera.position.x = -10;
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camera.position.y = 0;
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camera.position.z = 15;
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lookAt = scene.position;
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lookAt.y = 15;
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camera.lookAt(lookAt);
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// add subtle ambient lighting
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var ambientLight = new THREE.AmbientLight(0x0c0c0c);
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//scene.add(ambientLight);
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// add the output of the renderer to the html element
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$("#WebGL-output").append(renderer.domElement);
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var customMaterial = new THREE.ShaderMaterial(
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{
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uniforms: {
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"c": { type: "f", value: 1.0 },
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"p": { type: "f", value: 3 },
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glowColor: { type: "c", value: new THREE.Color(0x84ccff) },
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viewVector: { type: "v3", value: materialCameraPosition }
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},
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vertexShader: document.getElementById('vertexShader').textContent,
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fragmentShader: document.getElementById('fragmentShader').textContent,
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side: THREE.FrontSide,
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blending: THREE.AdditiveBlending,
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transparent: true,
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opacity: 0.1,
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depthWrite: false
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});
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var manager = new THREE.LoadingManager();
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manager.onProgress = function (item, loaded, total) {
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console.log(item, loaded, total);
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};
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// var loader = new THREE.OBJLoader(manager);
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// loader.load('body_anatomy3.obj', function (object) {
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// console.log(object);
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// object.traverse(function (child) {
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// if (child instanceof THREE.Mesh) {
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// console.log(child);
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// child.material = customMaterial;
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// }
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// });
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// object.position.y = 4;
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// object.scale.x = 0.01;
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// object.scale.y = 0.01;
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// object.scale.z = 0.01;
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// human = object;
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// scene.add(human);
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// });
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var loader = new THREE.ColladaLoader();
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loader.load("./model.dae", function (collada) {
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console.log("collada", collada)
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collada.scene.children[0].material = customMaterial;
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daeModel = collada.scene;
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daeModel.scale.set(5, 5, 5);
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daeModel.position.set(0, 0, 0);
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scene.add(daeModel);
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//参考坐标轴
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var axisHelper = new THREE.AxisHelper(500);
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scene.add(axisHelper);
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},
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function (xhr) {
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console.log((xhr.loaded / xhr.total * 100) + "% loaded");
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});
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// call the render function
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var step = 0;
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render();
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function render() {
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stats.update();
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// camstep += 0.02;
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//
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// camera.position.x = -20 * (Math.cos(camstep));
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// camera.position.z = (20 * (Math.sin(camstep)));
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// camera.position.y = 20;
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camera.lookAt(lookAt);
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//
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// if (human) {
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// //human.rotation.y += 0.02;
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// materialCameraPosition = camera.position.clone();
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// materialCameraPosition.z += 10;
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// human.traverse(function (child) {
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// if (child instanceof THREE.Mesh) {
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// //console.log(child.material.uniforms.viewVector);
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// child.material.uniforms.viewVector.value =
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// new THREE.Vector3().subVectors(camera.position, human.position);
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// }
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// });
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// }
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//sphere.material.uniforms.viewVector.value = new THREE.Vector3().subVectors(camera.position, sphere.position);
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// render using requestAnimationFrame
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requestAnimationFrame(render);
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renderer.render(scene, camera);
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}
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function initStats() {
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var stats = new Stats();
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stats.setMode(0); // 0: fps, 1: ms
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// Align top-left
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.left = '0px';
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stats.domElement.style.top = '0px';
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$("#Stats-output").append(stats.domElement);
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return stats;
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}
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var Controls;
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// 初始化控制器
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function initControls() {
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Controls = new THREE.OrbitControls(camera);
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}
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initControls()
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});
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</script>
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</body>
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</html>
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