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chore: bump coding-agent to 0.7.14 - fix Anthropic OAuth and Mistral API compatibility
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9 changed files with 303 additions and 7 deletions
199
threejs-demo.html
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199
threejs-demo.html
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<!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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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Three.js Interactive Demo</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
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font-family: Arial, sans-serif;
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}
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canvas {
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display: block;
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cursor: grab;
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}
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canvas:active {
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cursor: grabbing;
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}
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.info {
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position: absolute;
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top: 20px;
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left: 20px;
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color: white;
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background: rgba(0,0,0,0.5);
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padding: 15px;
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border-radius: 8px;
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font-size: 14px;
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z-index: 100;
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}
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</style>
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</head>
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<body>
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<div class="info">
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<h3>Three.js Interactive Demo</h3>
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<p>🖱️ Click & drag to rotate</p>
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<p>🔄 Scroll to zoom in/out</p>
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<p>✨ Multiple interactive objects</p>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r155/three.min.js"></script>
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<script>
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// Scene setup
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setClearColor(0x1a1a2e, 1);
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document.body.appendChild(renderer.domElement);
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// Lighting
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const ambientLight = new THREE.AmbientLight(0x404040, 0.6);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(10, 10, 5);
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scene.add(directionalLight);
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// Create multiple interactive objects
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const objects = [];
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// Cube
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const cubeGeometry = new THREE.BoxGeometry(2, 2, 2);
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const cubeMaterial = new THREE.MeshPhongMaterial({
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color: 0x00ff88,
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shininess: 100
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});
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const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
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cube.position.x = -4;
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scene.add(cube);
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objects.push(cube);
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// Sphere
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const sphereGeometry = new THREE.SphereGeometry(1.5, 32, 32);
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const sphereMaterial = new THREE.MeshPhongMaterial({
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color: 0xff6b6b,
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shininess: 100
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});
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const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
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sphere.position.x = 0;
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scene.add(sphere);
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objects.push(sphere);
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// Torus
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const torusGeometry = new THREE.TorusGeometry(1, 0.4, 16, 100);
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const torusMaterial = new THREE.MeshPhongMaterial({
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color: 0x4ecdc4,
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shininess: 100
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});
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const torus = new THREE.Mesh(torusGeometry, torusMaterial);
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torus.position.x = 4;
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scene.add(torus);
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objects.push(torus);
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// Particle system
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const particlesGeometry = new THREE.BufferGeometry();
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const particlesCount = 1000;
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const posArray = new Float32Array(particlesCount * 3);
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for(let i = 0; i < particlesCount * 3; i++) {
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posArray[i] = (Math.random() - 0.5) * 20;
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}
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particlesGeometry.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
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const particlesMaterial = new THREE.PointsMaterial({
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size: 0.05,
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color: 0xffffff,
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transparent: true,
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opacity: 0.8
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});
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const particlesMesh = new THREE.Points(particlesGeometry, particlesMaterial);
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scene.add(particlesMesh);
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// Camera position
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camera.position.z = 8;
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camera.position.y = 2;
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// Mouse interaction
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let mouseX = 0, mouseY = 0;
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let targetX = 0, targetY = 0;
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document.addEventListener('mousemove', (event) => {
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mouseX = (event.clientX / window.innerWidth) * 2 - 1;
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mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
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});
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// Zoom
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document.addEventListener('wheel', (event) => {
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camera.position.z += event.deltaY * 0.01;
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camera.position.z = Math.max(3, Math.min(15, camera.position.z));
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});
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// Animation
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function animate() {
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requestAnimationFrame(animate);
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// Smooth mouse follow
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targetX = mouseX * 0.5;
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targetY = mouseY * 0.3;
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// Rotate objects
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cube.rotation.x += 0.01;
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cube.rotation.y += 0.01;
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sphere.rotation.x += 0.005;
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sphere.rotation.z += 0.01;
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torus.rotation.x += 0.02;
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torus.rotation.y += 0.015;
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// Particle rotation
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particlesMesh.rotation.y += 0.002;
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particlesMesh.rotation.x += 0.001;
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// Mouse interaction effect
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camera.position.x += (targetX - camera.position.x * 0.1) * 0.05;
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camera.position.y += (targetY - camera.position.y * 0.1) * 0.05;
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camera.lookAt(scene.position);
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renderer.render(scene, camera);
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}
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// Resize handling
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window.addEventListener('resize', () => {
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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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});
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// Start animation
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animate();
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// Add some visual effects
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let time = 0;
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function updateEffects() {
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time += 0.01;
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// Pulse the cube
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cube.scale.setScalar(1 + Math.sin(time) * 0.1);
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// Color shift the sphere
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const hue = (time * 50) % 360;
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sphere.material.color.setHSL(hue / 360, 0.7, 0.5);
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requestAnimationFrame(updateEffects);
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}
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updateEffects();
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</script>
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</body>
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</html>
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