var state = false, // `true` when the simulation is running
viewport = document.getElementById( 'viewport' ), // The canvas element we're going to use
// If your computer supports it, switch to the WebGLRenderer for a much smoother experience
// most of the lag and jittering you see in the simulation is from the CanvasRenderer, not the physics
renderer = new THREE.CanvasRenderer({ canvas: viewport }), // Create the renderer
//renderer = new THREE.WebGLRenderer({ canvas: viewport }), // Create the renderer
scene = new THREE.Scene, // Create the scene
camera = new THREE.PerspectiveCamera( 35, 1, 1, 1000 ),
ball_geometry = new THREE.SphereGeometry( 3 ), // Create the ball geometry with a radius of `3`
ball_material = new THREE.MeshLambertMaterial({ color: 0x0000ff, overdraw: true }), // Balls will be blue
large_ball_geometry = new THREE.SphereGeometry( 4 ), // Create the ball geometry with a radius of `4`
large_ball_material = new THREE.MeshLambertMaterial({ color: 0x00ff00, overdraw: true }), // Large balls are be green
time_last_run, // used to calculate simulation delta
world, // This will hold the Ammo.js objects
localInertia = new Ammo.btVector3(0, 0, 0),
shape, // Will be each shape's definition
transform = new Ammo.btTransform, // will be used to position the objects
balls = [], // This will hold all of the balls we create
motionState, rbInfo, body; // Used for creating each physics body
renderer.setSize( viewport.clientWidth, viewport.clientHeight );
camera.position.set( -10, 30, -200 );
camera.lookAt( scene.position ); // Look at the center of the scene
scene.add( camera );
function addLights() {
var ambientLight = new THREE.AmbientLight( 0x555555 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( -.5, .5, -1.5 ).normalize();
scene.add( directionalLight...
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