Trying to add floating logos
This commit is contained in:
15
src/App.tsx
15
src/App.tsx
@@ -1,9 +1,22 @@
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import { useEffect, useRef } from "react";
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import Background from "./components/Background";
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import "./main.css";
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import { init } from "./scripts/lang";
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export function App() {
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const canvasRef = useRef(null);
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useEffect(() => {
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init(canvasRef.current);
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}, []);
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return (
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<Background />
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<>
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<div id="language-div">
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<canvas ref={canvasRef} id="language-renderer"></canvas>
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</div>
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<Background />
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</>
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);
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}
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@@ -9,9 +9,11 @@ export default function Background() {
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}, []);
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return (
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<>
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<div className="gradient-overlay"></div>
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<canvas ref={canvasRef} />
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</>
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<div id="background">
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<div className="gradient-overlay">
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<div style={{marginTop: "10%", marginLeft: "85%", animationDelay: "-1s"}}><img src={require("../images/android.svg")} /></div>
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</div>
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<canvas ref={canvasRef} id="background-renderer" />
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</div>
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);
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}
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13
src/main.css
13
src/main.css
@@ -83,7 +83,7 @@ body {
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rotate: 90deg;
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}
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#language-div {
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position: absolute; padding: 10px; padding-right: 20px; z-index: 3;
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position: absolute; padding: 10px; z-index: 3; right: 20px;
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}
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#language-renderer {
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width: 100%; height: 100vh; display: block; margin: 0; padding: 0; cursor: grab;
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@@ -94,6 +94,10 @@ body {
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#projects {
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position: absolute; top: 50vh; left: 20%; transform: translateX(-50%); z-index: 11; width: 900px; height: auto; display: grid; grid-template-columns: 50% 50%; left: 50%; width: 90%;
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}
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#background {
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position: fixed;
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z-index: -10;
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}
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#footer {
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background: linear-gradient(to bottom left, rgb(41, 11, 41), rgb(44, 18, 44));
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margin-bottom: 0px;
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@@ -128,7 +132,9 @@ body {
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background: linear-gradient(to bottom right, rgba(0, 0, 0, 0.5), rgba(107, 29, 107, 0.3));
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background: -webkit-linear-gradient(to bottom right, rgba(0, 0, 0, 0.5), rgba(107, 29, 107, 0.3) 100%);
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background: -moz-linear-gradient(to bottom right, rgba(0, 0, 0, 0.5), rgba(107, 29, 107, 0.3) 100%);
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position: fixed; width: 100%; height: 100%;
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position: fixed;
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width: 100%; height: 100%;
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top: 0px;
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z-index: 1000000;
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}
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.devider {
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@@ -287,6 +293,8 @@ a.icon:hover {
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width: fit-content; height: fit-content; animation: float 5s ease-in-out infinite;
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}
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.gradient-overlay img {
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position: absolute;
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z-index: 100000000;
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width: 7vh; height: 7vh; transform-origin: 50% 50%; animation: float-rotate 6s ease-in-out infinite;
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filter: blur(0.5svh);
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transition-duration: 0.5s;
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@@ -294,6 +302,7 @@ a.icon:hover {
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.gradient-overlay img:hover {
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filter: none;
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scale: 1.4;
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cursor: pointer;
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}
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.rotate-away {
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transform-origin: 50% 0px 50vh;
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@@ -11,7 +11,7 @@ export async function init(canvas) {
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(0, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({antialias: false, canvas: canvas});
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renderer.setSize(window.innerWidth/2, window.innerHeight);
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renderer.setSize(window.innerWidth, window.innerHeight);
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const composer = new EffectComposer( renderer );
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const uniforms = {
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@@ -4,192 +4,192 @@ import engPath from '../images/english.png'
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import nldPath from '../images/dutch.jpg'
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import rusPath from '../images/russian.jpg'
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let language = "en";
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export async function init(canvas) {
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let language = "en";
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function determineLanguage(){
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const userLang = localStorage.getItem("preferredLanguage") || navigator.language || navigator.userLanguage;
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switch (userLang) {
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case "ru": {
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language = "ru";
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cube.rotation.y = 1.5707963267948966;
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break;
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}
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case "nl": {
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language = "nl";
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cube.rotation.y = 4.71238898038469;
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}
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}
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if (language != "en") setLanguage(language);
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}
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var elements = document.querySelectorAll('[ts]');
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function setLanguage(l) {
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language = l;
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const arr = translations[language];
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elements.forEach(function(element) {
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var key = element.getAttribute('ts');
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if (arr.hasOwnProperty(key)) {
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element.innerHTML = arr[key];
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}
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});
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}
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const fov = 75;
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const aspect = 1;
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const near = 0.1;
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const far = 5;
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const canvas = document.querySelector('#language-renderer');
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const renderer = new THREE.WebGLRenderer({antialias: false, canvas});
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renderer.setSize( 90,90 );
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renderer.setClearColor( 0xffffff, 0);
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.z = 1.4;
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const scene = new THREE.Scene();
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const discardMaterial = new THREE.ShaderMaterial({
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vertexShader:`
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void main() {
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gl_Position = vec4(1.0);
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}`,
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fragmentShader: `
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void main() {
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gl_FragColor = vec4(1.0);
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discard;
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}
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`
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});
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var geometry = new THREE.BoxGeometry(1, 1, 1);
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var texture = new THREE.TextureLoader();
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var materials = [];
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const dutch = texture.load(nldPath);
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dutch.magFilter = THREE.NearestFilter;
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dutch.minFilter = THREE.NearestFilter;
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const english = texture.load(engPath);
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english.magFilter = THREE.NearestFilter;
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english.minFilter = THREE.NearestFilter;
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const russian = texture.load(rusPath);
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russian.magFilter = THREE.NearestFilter;
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russian.minFilter = THREE.NearestFilter;
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materials.push(new THREE.MeshPhongMaterial({map: dutch}));
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materials.push(new THREE.MeshPhongMaterial({map: russian}));
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materials.push(discardMaterial);
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materials.push(discardMaterial);
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materials.push(new THREE.MeshPhongMaterial({map: english}));
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materials.push(new THREE.MeshPhongMaterial({map: english}));
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var cube = new THREE.Mesh(geometry, materials);
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determineLanguage();
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scene.add(cube);
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const ambientLight = new THREE.AmbientLight(0xffffff, 2.8);
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scene.add(ambientLight);
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let isDragging = false;
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let previousX;
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let velocity = 0;
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const friction = 0.4;
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// Define the possible rotation positions
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const snapPositions = [0, Math.PI / 2, Math.PI, Math.PI * 3 / 2];
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// Store the current snapped position
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let currentSnapPosition = 0;
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function startDrag(event) {
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isDragging = true;
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previousX = event.clientX || event.touches[0].clientX;
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canvas.style.cursor = "grabbing";
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}
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function drag(event) {
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if (isDragging) {
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const currentX = event.clientX || event.touches[0].clientX;
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velocity += (currentX - previousX) * 0.05;
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previousX = currentX;
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}
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}
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function endDrag() {
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isDragging = false;
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canvas.style.cursor = "grab";
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snapCube();
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}
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function snapCube() {
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// Normalize the cube's rotation to be within the range [0, 2 * PI)
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let rotation = cube.rotation.y % (2 * Math.PI);
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if (rotation < -Math.PI/4) {
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rotation += 2 * Math.PI;
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} else if (rotation > 5.49778718038469) {
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rotation -= 2 * Math.PI;
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}
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// Calculate the closest snap position
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const closestSnapPosition = snapPositions.reduce((prev, curr) => {
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return Math.abs(curr - rotation) < Math.abs(prev - rotation) ? curr : prev;
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}, snapPositions[0]);
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// Interpolate to the closest snap position
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const snapTime = 0.5; // seconds
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const snapStart = rotation;
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const snapEnd = closestSnapPosition;
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const snapStartTime = performance.now();
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function snapRender(time) {
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const t = (time - snapStartTime) / (snapTime * 1000);
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cube.rotation.y = snapStart + (snapEnd - snapStart) * t;
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if (t < 1) {
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requestAnimationFrame(snapRender);
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} else {
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cube.rotation.y = snapEnd;
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currentSnapPosition = snapEnd;
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let lang;
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switch (snapEnd){
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case 1.5707963267948966:
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lang = "ru";
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break;
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case 0:
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lang = "en";
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break;
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case 3.141592653589793:
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lang = "en";
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break;
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case 4.71238898038469:
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lang = "nl";
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break;
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function determineLanguage(){
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const userLang = localStorage.getItem("preferredLanguage") || navigator.language || navigator.userLanguage;
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switch (userLang) {
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case "ru": {
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language = "ru";
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cube.rotation.y = 1.5707963267948966;
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break;
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}
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if (lang != language) {
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setLanguage(lang);
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localStorage.setItem("preferredLanguage",language);
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case "nl": {
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language = "nl";
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cube.rotation.y = 4.71238898038469;
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}
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}
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if (language != "en") setLanguage(language);
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}
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requestAnimationFrame(snapRender);
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}
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canvas.addEventListener('mousedown', startDrag);
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canvas.addEventListener('touchstart', startDrag);
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canvas.addEventListener('mousemove', drag);
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canvas.addEventListener('touchmove', drag);
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canvas.addEventListener("mouseleave", endDrag);
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canvas.addEventListener('mouseup', endDrag);
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canvas.addEventListener('touchend', endDrag);
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var elements = document.querySelectorAll('[ts]');
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//cube.rotation.x = 0.5;
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function render(time) {
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renderer.render(scene, camera);
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function setLanguage(l) {
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language = l;
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const arr = translations[language];
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elements.forEach(function(element) {
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var key = element.getAttribute('ts');
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if (arr.hasOwnProperty(key)) {
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element.innerHTML = arr[key];
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}
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});
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}
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velocity *= friction;
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cube.rotation.y += velocity;
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const fov = 75;
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const aspect = 1;
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const near = 0.1;
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const far = 5;
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const renderer = new THREE.WebGLRenderer({antialias: false, canvas});
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renderer.setSize( 90,90 );
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renderer.setClearColor( 0xffffff, 0);
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.z = 1.4;
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const scene = new THREE.Scene();
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const discardMaterial = new THREE.ShaderMaterial({
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vertexShader:`
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void main() {
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gl_Position = vec4(1.0);
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}`,
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fragmentShader: `
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void main() {
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gl_FragColor = vec4(1.0);
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discard;
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}
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`
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});
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var geometry = new THREE.BoxGeometry(1, 1, 1);
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var texture = new THREE.TextureLoader();
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var materials = [];
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const dutch = texture.load(nldPath);
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dutch.magFilter = THREE.NearestFilter;
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dutch.minFilter = THREE.NearestFilter;
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const english = texture.load(engPath);
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english.magFilter = THREE.NearestFilter;
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english.minFilter = THREE.NearestFilter;
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const russian = texture.load(rusPath);
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russian.magFilter = THREE.NearestFilter;
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russian.minFilter = THREE.NearestFilter;
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materials.push(new THREE.MeshPhongMaterial({map: dutch}));
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materials.push(new THREE.MeshPhongMaterial({map: russian}));
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materials.push(discardMaterial);
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materials.push(discardMaterial);
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materials.push(new THREE.MeshPhongMaterial({map: english}));
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materials.push(new THREE.MeshPhongMaterial({map: english}));
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var cube = new THREE.Mesh(geometry, materials);
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determineLanguage();
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scene.add(cube);
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const ambientLight = new THREE.AmbientLight(0xffffff, 2.8);
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scene.add(ambientLight);
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let isDragging = false;
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let previousX;
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let velocity = 0;
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const friction = 0.4;
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// Define the possible rotation positions
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const snapPositions = [0, Math.PI / 2, Math.PI, Math.PI * 3 / 2];
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// Store the current snapped position
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let currentSnapPosition = 0;
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function startDrag(event) {
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isDragging = true;
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previousX = event.clientX || event.touches[0].clientX;
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canvas.style.cursor = "grabbing";
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}
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function drag(event) {
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if (isDragging) {
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const currentX = event.clientX || event.touches[0].clientX;
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velocity += (currentX - previousX) * 0.05;
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previousX = currentX;
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}
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}
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function endDrag() {
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isDragging = false;
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canvas.style.cursor = "grab";
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snapCube();
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}
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function snapCube() {
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// Normalize the cube's rotation to be within the range [0, 2 * PI)
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let rotation = cube.rotation.y % (2 * Math.PI);
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if (rotation < -Math.PI/4) {
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rotation += 2 * Math.PI;
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} else if (rotation > 5.49778718038469) {
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rotation -= 2 * Math.PI;
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}
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// Calculate the closest snap position
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const closestSnapPosition = snapPositions.reduce((prev, curr) => {
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return Math.abs(curr - rotation) < Math.abs(prev - rotation) ? curr : prev;
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}, snapPositions[0]);
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// Interpolate to the closest snap position
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const snapTime = 0.5; // seconds
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const snapStart = rotation;
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const snapEnd = closestSnapPosition;
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const snapStartTime = performance.now();
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function snapRender(time) {
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const t = (time - snapStartTime) / (snapTime * 1000);
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cube.rotation.y = snapStart + (snapEnd - snapStart) * t;
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if (t < 1) {
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requestAnimationFrame(snapRender);
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} else {
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cube.rotation.y = snapEnd;
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currentSnapPosition = snapEnd;
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let lang;
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switch (snapEnd){
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case 1.5707963267948966:
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lang = "ru";
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break;
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case 0:
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lang = "en";
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break;
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case 3.141592653589793:
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lang = "en";
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break;
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case 4.71238898038469:
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lang = "nl";
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break;
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}
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if (lang != language) {
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setLanguage(lang);
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localStorage.setItem("preferredLanguage",language);
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}
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}
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}
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requestAnimationFrame(snapRender);
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}
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canvas.addEventListener('mousedown', startDrag);
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canvas.addEventListener('touchstart', startDrag);
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canvas.addEventListener('mousemove', drag);
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canvas.addEventListener('touchmove', drag);
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canvas.addEventListener("mouseleave", endDrag);
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canvas.addEventListener('mouseup', endDrag);
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canvas.addEventListener('touchend', endDrag);
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function render(time) {
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renderer.render(scene, camera);
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velocity *= friction;
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cube.rotation.y += velocity;
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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}
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Block a user