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* Apply prettier to css, js, html, md, ts, and yml As a followup I will add prettier to the .pre-commit config. This patch is 100% generated by prettier. I used a forked version of prettier that understands the py-script tag. See https://github.com/hoodmane/pyscript-prettier-precommit for more info. * Apply old pre-commit * Revert some problems * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Revert some changes * More changes * Fix pre-commit * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
193 lines
6.7 KiB
HTML
193 lines
6.7 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<title>Raycaster</title>
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<link rel="icon" type="image/png" href="../favicon.png" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<link rel="stylesheet" href="./style.css" />
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</head>
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<body>
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<div class="container-fluid fixed-top header disable-selection">
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<div class="row">
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<div class="col"></div>
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<div class="col-md-6">
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<div class="row">
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<div class="col"></div>
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</div>
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</div>
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<div class="col"></div>
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</div>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.147.0/three.min.js"></script>
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<script defer src="https://pyscript.net/latest/pyscript.js"></script>
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<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
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<py-script>
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from pyodide.ffi import create_proxy, to_js
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from js import window
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from js import Math
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from js import THREE
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from js import performance
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from js import Object
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from js import document
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import asyncio
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mouse = THREE.Vector2.new();
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renderer = THREE.WebGLRenderer.new({"antialias":True})
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renderer.setSize(1000, 1000)
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renderer.shadowMap.enabled = False
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renderer.shadowMap.type = THREE.PCFSoftShadowMap
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renderer.shadowMap.needsUpdate = True
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document.body.appendChild( renderer.domElement )
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import js, pyodide
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def onMouseMove(event):
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event.preventDefault();
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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js.document.addEventListener('mousemove', pyodide.ffi.create_proxy(onMouseMove))
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camera = THREE.PerspectiveCamera.new( 35, window.innerWidth / window.innerHeight, 1, 500 )
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scene = THREE.Scene.new()
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cameraRange = 3
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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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setcolor = "#000000"
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scene.background = THREE.Color.new(setcolor)
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scene.fog = THREE.Fog.new(setcolor, 2.5, 3.5);
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sceneGroup = THREE.Object3D.new();
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particularGroup = THREE.Object3D.new();
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def mathRandom(num = 1):
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setNumber = - Math.random() * num + Math.random() * num
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return setNumber
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particularGroup = THREE.Object3D.new();
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modularGroup = THREE.Object3D.new();
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perms = {"flatShading":True, "color":"#111111", "transparent":False, "opacity":1, "wireframe":False}
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perms = Object.fromEntries(to_js(perms))
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particle_perms = {"color":"#FFFFFF", "side":THREE.DoubleSide}
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particle_perms = Object.fromEntries(to_js(particle_perms))
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def create_cubes(mathRandom, modularGroup):
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i = 0
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while i < 30:
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geometry = THREE.IcosahedronGeometry.new();
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material = THREE.MeshStandardMaterial.new(perms);
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cube = THREE.Mesh.new(geometry, material);
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cube.speedRotation = Math.random() * 0.1;
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cube.positionX = mathRandom();
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cube.positionY = mathRandom();
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cube.positionZ = mathRandom();
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cube.castShadow = True;
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cube.receiveShadow = True;
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newScaleValue = mathRandom(0.3);
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cube.scale.set(newScaleValue,newScaleValue,newScaleValue);
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cube.rotation.x = mathRandom(180 * Math.PI / 180);
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cube.rotation.y = mathRandom(180 * Math.PI / 180);
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cube.rotation.z = mathRandom(180 * Math.PI / 180);
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cube.position.set(cube.positionX, cube.positionY, cube.positionZ);
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modularGroup.add(cube);
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i += 1
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create_cubes(mathRandom, modularGroup)
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def generateParticle(mathRandom, particularGroup, num, amp = 2):
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gmaterial = THREE.MeshPhysicalMaterial.new(particle_perms);
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gparticular = THREE.CircleGeometry.new(0.2,5);
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i = 0
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while i < num:
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pscale = 0.001+Math.abs(mathRandom(0.03));
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particular = THREE.Mesh.new(gparticular, gmaterial);
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particular.position.set(mathRandom(amp),mathRandom(amp),mathRandom(amp));
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particular.rotation.set(mathRandom(),mathRandom(),mathRandom());
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particular.scale.set(pscale,pscale,pscale);
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particular.speedValue = mathRandom(1);
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particularGroup.add(particular);
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i += 1
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generateParticle(mathRandom, particularGroup, 200, 2)
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sceneGroup.add(particularGroup);
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scene.add(modularGroup);
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scene.add(sceneGroup);
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camera.position.set(0, 0, cameraRange);
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cameraValue = False;
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ambientLight = THREE.AmbientLight.new(0xFFFFFF, 0.1);
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light = THREE.SpotLight.new(0xFFFFFF, 3);
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light.position.set(5, 5, 2);
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light.castShadow = True;
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light.shadow.mapSize.width = 10000;
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light.shadow.mapSize.height = light.shadow.mapSize.width;
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light.penumbra = 0.5;
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lightBack = THREE.PointLight.new(0x0FFFFF, 1);
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lightBack.position.set(0, -3, -1);
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scene.add(sceneGroup);
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scene.add(light);
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scene.add(lightBack);
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rectSize = 2
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intensity = 14
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rectLight = THREE.RectAreaLight.new( 0x0FFFFF, intensity, rectSize, rectSize )
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rectLight.position.set( 0, 0, 1 )
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rectLight.lookAt( 0, 0, 0 )
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scene.add( rectLight )
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raycaster = THREE.Raycaster.new();
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uSpeed = 0.1
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time = 0.0003;
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camera.lookAt(scene.position)
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async def main():
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while True:
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time = performance.now() * 0.0003;
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i = 0
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while i < particularGroup.children.length:
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newObject = particularGroup.children[i];
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newObject.rotation.x += newObject.speedValue/10;
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newObject.rotation.y += newObject.speedValue/10;
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newObject.rotation.z += newObject.speedValue/10;
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i += 1
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i = 0
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while i < modularGroup.children.length:
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newCubes = modularGroup.children[i];
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newCubes.rotation.x += 0.008;
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newCubes.rotation.y += 0.005;
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newCubes.rotation.z += 0.003;
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newCubes.position.x = Math.sin(time * newCubes.positionZ) * newCubes.positionY;
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newCubes.position.y = Math.cos(time * newCubes.positionX) * newCubes.positionZ;
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newCubes.position.z = Math.sin(time * newCubes.positionY) * newCubes.positionX;
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i += 1
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particularGroup.rotation.y += 0.005;
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modularGroup.rotation.y -= ((mouse.x * 4) + modularGroup.rotation.y) * uSpeed;
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modularGroup.rotation.x -= ((-mouse.y * 4) + modularGroup.rotation.x) * uSpeed;
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renderer.render( scene, camera )
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await asyncio.sleep(0.02)
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asyncio.ensure_future(main())
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</py-script>
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</body>
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</html>
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