Code viewer for World: webgl_geometry_dynamic (cl...

// Cloned by Thomas on 30 Nov 2022 from World "webgl_geometry_dynamic" by threejs.org porting project 
// Please leave this clone trail here.
 
//ported fromthreejs examples
//https://threejs.org/examples/#webgl_geometry_dynamic
//https://github.com/mrdoob/three.js/blob/master/examples/webgl_geometry_dynamic.html

            // load CSS from file (do everything from JS)
           
           
           
            AB.loadCSS ( '/uploads/threeport/main.css' ); 
            AB.newDiv ('container');

// path edits:

            import * as THREE from '/api/threemodule/libs/three.module.js';

            import Stats from '/uploads/threeport/stats.module.js';

			import { FirstPersonControls } from '/uploads/threejs/FirstPersonControls.js';

			let camera, controls, scene, renderer, stats;

			let mesh, geometry, material, clock;

			const worldWidth = 128, worldDepth = 128;

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 20000 );
				camera.position.y = 200;

				clock = new THREE.Clock();

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xaaccff );
				scene.fog = new THREE.FogExp2( 0xaaccff, 0.0007 );

				geometry = new THREE.PlaneGeometry( 20000, 20000, worldWidth - 1, worldDepth - 1 );
				geometry.rotateX( - Math.PI / 2 );

				const position = geometry.attributes.position;
				position.usage = THREE.DynamicDrawUsage;

				for ( let i = 0; i < position.count; i ++ ) {

					const y = 35 * Math.sin( i / 2 );
					position.setY( i, y );

				}

				const texture = new THREE.TextureLoader().load( 'uploads/threejs/water.jpg' );
				texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
				texture.repeat.set( 5, 5 );

				material = new THREE.MeshBasicMaterial( { color: 0x0044ff, map: texture } );

				mesh = new THREE.Mesh( geometry, material );
				scene.add( mesh );

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				controls = new FirstPersonControls( camera, renderer.domElement );

				controls.movementSpeed = 500;
				controls.lookSpeed = 0.1;

				stats = new Stats();
				document.body.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				controls.handleResize();

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				const delta = clock.getDelta();
				const time = clock.getElapsedTime() * 10;

				const position = geometry.attributes.position;

				for ( let i = 0; i < position.count; i ++ ) {

					const y = 35 * Math.sin( i / 5 + ( time + i ) / 7 );
					position.setY( i, y );

				}

				position.needsUpdate = true;

				controls.update( delta );
				renderer.render( scene, camera );

			}