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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              * {
	border: 0;
	box-sizing: border-box;
	margin: 0;
	padding: 0;
}
body {
	overflow: hidden;
}
canvas{
	cursor: grab;
}
            
          
!
            
              window.addEventListener("DOMContentLoaded",app);

function app() {
	var scene,
		renderer,
		camera,
		trackball,
		fontLoader = new THREE.FontLoader(),

		time,
		hrHand,
		minHand,
		secHand,

		handColor1 = 0x242424,
		handColor2 = 0x2762f3,
		mainColor = 0x242424,
		markingColor = 0x171717;

	class Hand {
		constructor(args) {
			try {
				let group = args.group,
					w = args.w || 1,
					h = args.h || 10,
					d = args.d || 1,
					botExt = args.botExt || 0,
					z = args.z || 0,
					color = args.color || 0x000000,
					showHub = args.showHub === true ? true : false,
					name = args.name || "";

				// main
				this.rot = args.rot || 0;
				this.moveDivs = args.moveDivs || 1;

				// model
				this.geo = new THREE.CubeGeometry(w,h + botExt,d);
				this.mat = new THREE.MeshStandardMaterial({
					color: color
				});
				this.mesh = new THREE.Mesh(this.geo,this.mat);
				this.mesh.name = name;
				this.mesh.position.set(0,0,z);
				this.mesh.castShadow = true;
				this.mesh.receiveShadow = true;
				this.geo.translate(0,(h + botExt)/2 - botExt,0);
				group.add(this.mesh);

				if (showHub) {
					var hubGeo = new THREE.CylinderGeometry(w*2,w*2,d,16,16,false),
						hubMat = this.mat,
						hub = new THREE.Mesh(hubGeo,hubMat);
					hub.rotation.x = 90 * Math.PI/180;
					hub.castShadow = true;
					hub.receiveShadow = true;
					this.mesh.add(hub);
				}

			} catch {
				console.log("Object needs a parent group before adding to the scene.");
			}
		}
		rotate(deg,speed = 0) {
			try {
				// trick ensure proper transition going back to 0 tick from left
				if (deg == 0 && this.rot > 0) {
					this.rot = -360/this.moveDivs;
				}
				// normal transition
				if (this.rot < deg && speed > 0) {
					this.rot += speed;

				} else {
					this.rot = deg;
				}
				// rotate the shape
				this.mesh.rotation.z = -this.rot * Math.PI/180;

			} catch {
				console.log("You can’t rotate a nonexistent object.");
			}
		}
	}
	class Time {
		constructor() {
			this.stamp = null;
			this.hr = 0;
			this.min = 0;
			this.sec = 0;
		}
		update() {
			this.stamp = new Date();

			this.hr = this.stamp.getHours();
			if (this.hr > 12)
				this.hr -= 12;

			this.min = this.stamp.getMinutes();
			this.sec = this.stamp.getSeconds();
		}
		getHrAngle() {
			return (time.hr + time.min/60 + time.sec/(60*60)) / 12 * 360;
		}
		getMinAngle() {
			return (time.min + time.sec/60) / 60 * 360;
		}
		getSecAngle() {
			return time.sec/60 * 360;
		}
	}
	
	var init = () => {
			// I. Setup
			// A. Scene
			scene = new THREE.Scene();
			camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
			renderer = new THREE.WebGLRenderer();
			renderer.setClearColor(new THREE.Color(0x87a9f9));
			renderer.setSize(window.innerWidth, window.innerHeight);
			renderer.shadowMap.enabled = true;
			
			// B. Axis
			/*var axes = new THREE.AxesHelper(10);
			scene.add(axes);*/

			// C. Time
			time = new Time();
			time.update();

			// II. Lighting
			// A. Ambient
			var ambientLight = new THREE.AmbientLight("#ffffff");
			ambientLight.name = "Ambient Light";
			scene.add(ambientLight);

			// B. Spotlights
			var spotlightF = new THREE.SpotLight(0xffffff);
			spotlightF.name = "Front Spotlight";
			spotlightF.position.set(0,20,20);
			spotlightF.castShadow = true;
			spotlightF.shadow.mapSize = new THREE.Vector2(1024,1024);
			spotlightF.shadow.camera.far = 40;
			spotlightF.shadow.camera.near = 0.5;
			scene.add(spotlightF);

			var spotlightB = new THREE.SpotLight(0xffffff);
			spotlightB.name = "Back Spotlight";
			spotlightB.position.set(0,20,-20);
			spotlightB.castShadow = true;
			spotlightB.shadow.mapSize = new THREE.Vector2(1024,1024);
			spotlightB.shadow.camera.far = 40;
			spotlightB.shadow.camera.near = 0.5;
			scene.add(spotlightB);
			
			// III. Clock
			var clock = new THREE.Object3D();
			clock.name = "Clock";
			scene.add(clock);

			// A. Rim
			var clockRimGeo = new THREE.TorusGeometry(10.5,1,16,32),
				clockRimMat = new THREE.MeshStandardMaterial({
					color: mainColor
				}),
				clockRim = new THREE.Mesh(clockRimGeo, clockRimMat);
			clockRim.name = "Rim";
			clockRim.castShadow = true;
			clockRim.receiveShadow = true;
			clock.add(clockRim)

			// B. Face
			var clockFaceGeo = new THREE.CylinderGeometry(10,10,0.5,32,32,false),
				clockFaceMat = new THREE.MeshStandardMaterial({
					color: 0xffffff
				}),
				clockFace = new THREE.Mesh(clockFaceGeo, clockFaceMat);
			clockFace.name = "Face";
			clockFace.position.set(0,0,0.25);
			clockFace.rotation.x = 90 * Math.PI/180;
			clockFace.castShadow = true;
			clockFace.receiveShadow = true;
			clock.add(clockFace);

			// C. Digits and MADE IN CHINA Label
			fontLoader.load("https://threejs.org/examples/fonts/helvetiker_regular.typeface.json", (font) => {
				let fromCenter = 6.75,
					angleInc = 30;

				// 1. Digits
				for (let i = 1; i <= 12; ++i) {
					var digitGeo = new THREE.TextGeometry(`${i}`, {
							font: font,
							size: 2,
							height: 0,
							curveSegments: 16,
							bevelEnabled: false
						}),
						digitMat = new THREE.MeshStandardMaterial({
							color: markingColor
						}),
						digit = new THREE.Mesh(digitGeo,digitMat);

					digit.name = `Digit ${i}`;
					digit.position.set(
						fromCenter * Math.sin((180 + -angleInc * i) * Math.PI/180),
						0.26,
						fromCenter * Math.cos((180 + -angleInc * i) * Math.PI/180)
					);
					digit.receiveShadow = true;
					digit.rotation.x = -90 * Math.PI/180;

					digitGeo.computeBoundingBox();
					digitGeo.translate(-digitGeo.boundingBox.max.x/2,-digitGeo.boundingBox.max.y/2,0);

					clockFace.add(digit);
				}
				
				// 2. MADE IN CHINA
				// This one may belong on the back, but it must be rendered while the font loader is in play.
				var madeInChinaLabel = "MADE IN CHINA",
					madeInChinaGeo = new THREE.TextGeometry(madeInChinaLabel, {
						font: font,
						size: 0.25,
						height: 0.1,
						curveSegments: 16,
						bevelEnabled: false
					}),
					madeInChinaMat = new THREE.MeshStandardMaterial({
						color: mainColor
					}),
					madeInChina = new THREE.Mesh(madeInChinaGeo,madeInChinaMat);
				madeInChina.name = madeInChinaLabel;
				madeInChina.position.set(0.3,-2.7,-2.15);
				madeInChina.rotation.x = 180 * Math.PI/180;
				madeInChina.rotation.z = 180 * Math.PI/180;
				madeInChina.receiveShadow = true;
				madeInChinaGeo.computeBoundingBox();
				clock.add(madeInChina);
			});

			// D. Tick Marks
			var thickTickGeo = new THREE.CubeGeometry(0.3,0.1,1),
				thickTickMat = new THREE.MeshStandardMaterial({
					color: markingColor
				}),
				thickTick = new THREE.Mesh(thickTickGeo,thickTickMat);
			thickTick.receiveShadow = true;

			var thinTickGeo = new THREE.CubeGeometry(0.15,0.1,0.75),
				thinTickMat = new THREE.MeshStandardMaterial({
					color: markingColor
				}),
				thinTick = new THREE.Mesh(thinTickGeo,thinTickMat);
			thinTick.receiveShadow = true

			let angleInc = 6;
			for (let i = 0; i < 60; ++i) {
				let divBy5 = !(i % 5),
					tick = divBy5 ? thickTick.clone() : thinTick.clone(),
					fromCenter = divBy5 ? 8.875 : 9;

				tick.name = `Tick ${i}`;
				tick.position.set(
					fromCenter * Math.sin((-angleInc * i) * Math.PI/180),
					0.31,
					fromCenter * Math.cos((-angleInc * i) * Math.PI/180)
				);
				tick.rotation.y = (-angleInc * i) * Math.PI/180;
				clockFace.add(tick);
			}

			// E. Hands
			hrHand =  new Hand({
				group: clock,
				w: 0.5,
				h: 5,
				d: 0.25,
				botExt: 2,
				z: 0.85,
				rot: time.getHrAngle(),
				color: handColor1,
				name: "Hour Hand"
			});
			minHand = new Hand({
				group: clock,
				w: 0.5,
				h: 8.5,
				d: 0.25,
				botExt: 2,
				z: 1.1,
				rot: time.getMinAngle(),
				moveDivs: 60*60,
				color: handColor1,
				name: "Minute Hand"
			});
			secHand = new Hand({
				group: clock,
				w: 0.25,
				h: 8.5,
				d: 0.25,
				botExt: 2,
				z: 1.35,
				rot: time.getSecAngle(),
				moveDivs: 60,
				color: handColor2,
				showHub: true,
				name: "Second Hand"
			});

			// F. Dome
			var domeGeo = new THREE.SphereGeometry(9.625,32,8,0,Math.PI*2,0,Math.PI/2),
				domeMat = new THREE.MeshStandardMaterial({
					color: 0xffffff,
					opacity: 0.3,
					transparent: true
				}),
				dome = new THREE.Mesh(domeGeo,domeMat);
			dome.position.y = 0.25;
			dome.scale.y = 0.25;
			clockFace.add(dome);

			// G. Back
			// 1. Main
			var clockBackGeo = new THREE.CylinderGeometry(10,10,0.5,32,32,false),
				clockBackMat = new THREE.MeshStandardMaterial({
					color: mainColor
				}),
				clockBack = new THREE.Mesh(clockBackGeo, clockBackMat);
			clockBack.name = "Back";
			clockBack.position.set(0,0,-0.25);
			clockBack.rotation.x = 90 * Math.PI/180;
			clockBack.castShadow = true;
			clockBack.receiveShadow = true;
			clock.add(clockBack);

			// 2. Back Box
			var backBoxBase = new THREE.Mesh(new THREE.CubeGeometry(6,1.5,7)),
				nailHoleA = new THREE.Mesh(new THREE.CylinderGeometry(0.5,0.5,1,16,16,false)),
				nailHoleB = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.25,1,16,16,false));
			
			nailHoleA.position.add(new THREE.Vector3(0,-0.5,-2));
			nailHoleB.position.add(new THREE.Vector3(0,-0.5,-2.5));

			backBoxBase.updateMatrix();
			nailHoleA.updateMatrix();
			nailHoleB.updateMatrix();

			// cut holes for the nail, mix it altogether
			var backBoxBase_BSP = CSG.fromMesh(backBoxBase),
				nailHoleA_BSP = CSG.fromMesh(nailHoleA),
				nailHoleB_BSP = CSG.fromMesh(nailHoleB),
				backBox_BSP = backBoxBase_BSP.subtract(nailHoleA_BSP).subtract(nailHoleB_BSP),
				backBox = CSG.toMesh(backBox_BSP, backBoxBase.matrix);

			backBox.material = new THREE.MeshStandardMaterial({
				color: mainColor
			});
			backBox.name = "Back Box";
			backBox.position.set(0,-1,0);
			backBox.castShadow = true;
			backBox.receiveShadow = true;
			clockBack.add(backBox);

			// 3. Battery Door
			var batteryDoorGeo = new THREE.CubeGeometry(5,0.2,3.5),
				batteryDoorMat = new THREE.MeshStandardMaterial({
					color: mainColor
				}),
				batteryDoor = new THREE.Mesh(batteryDoorGeo,batteryDoorMat);
			batteryDoor.name = "Battery Door";
			batteryDoor.position.set(0,-0.85,1.25);
			batteryDoor.castShadow = true;
			batteryDoor.receiveShadow = true;
			backBox.add(batteryDoor);

			// IV. Camera
			camera.position.set(0,0,45);
			camera.lookAt(scene.position);

			// V. Rendering
			document.body.appendChild(renderer.domElement);

			// VI. Trackball (camera control)
			trackball = new THREE.TrackballControls(camera,renderer.domElement);
			trackball.rotateSpeed = 8.0;
			trackball.zoomSpeed = 1.0;
			trackball.noZoom = false;
			trackball.noPan = false;
			trackball.staticMoving = false;
			trackball.dynamicDampingFactor = 0.5;
			// A,S,D
			trackball.keys = [65,83,86];
		},
		loop = () => {
			time.update();
			hrHand.rotate(time.getHrAngle());
			minHand.rotate(time.getMinAngle(),0.1/6);
			secHand.rotate(time.getSecAngle(),1);
			
			// rendering
			trackball.update();
			render();
			requestAnimationFrame(loop);
		},
		render = () => {
			renderer.render(scene,camera);
		},
		adjustScreen = () => {
			camera.aspect = window.innerWidth / window.innerHeight;
			camera.updateProjectionMatrix();
			renderer.setSize(window.innerWidth,window.innerHeight)
		};
	init();
	loop();
	window.addEventListener("resize",adjustScreen);
}
            
          
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