mirror of
https://github.com/JannisX11/blockbench.git
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478 lines
14 KiB
JavaScript
478 lines
14 KiB
JavaScript
;(function() {
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"use strict";
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var root = this
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var has_require = typeof require !== 'undefined'
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var THREE = root.THREE || has_require && require('three')
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if( !THREE )
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throw new Error( 'MeshLine requires three.js' )
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function MeshLine() {
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this.positions = [];
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this.previous = [];
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this.next = [];
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this.side = [];
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this.width = [];
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this.indices_array = [];
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this.uvs = [];
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this.counters = [];
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this.geometry = new THREE.BufferGeometry();
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this.widthCallback = null;
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}
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MeshLine.prototype.setGeometry = function( g, c ) {
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this.widthCallback = c;
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this.positions = [];
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this.counters = [];
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if( g instanceof THREE.Geometry ) {
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for( var j = 0; j < g.vertices.length; j++ ) {
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var v = g.vertices[ j ];
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var c = j/g.vertices.length;
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this.positions.push( v.x, v.y, v.z );
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this.positions.push( v.x, v.y, v.z );
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this.counters.push(c);
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this.counters.push(c);
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}
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}
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if( g instanceof THREE.BufferGeometry ) {
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// read attribute positions ?
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}
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if( g instanceof Float32Array || g instanceof Array ) {
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for( var j = 0; j < g.length; j += 3 ) {
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var c = j/g.length;
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this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
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this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
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this.counters.push(c);
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this.counters.push(c);
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}
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}
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this.process();
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}
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MeshLine.prototype.compareV3 = function( a, b ) {
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var aa = a * 6;
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var ab = b * 6;
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return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );
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}
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MeshLine.prototype.copyV3 = function( a ) {
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var aa = a * 6;
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return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];
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}
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MeshLine.prototype.process = function() {
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var l = this.positions.length / 6;
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this.previous = [];
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this.next = [];
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this.side = [];
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this.width = [];
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this.indices_array = [];
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this.uvs = [];
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for( var j = 0; j < l; j++ ) {
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this.side.push( 1 );
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this.side.push( -1 );
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}
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var w;
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for( var j = 0; j < l; j++ ) {
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if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
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else w = 1;
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this.width.push( w );
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this.width.push( w );
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}
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for( var j = 0; j < l; j++ ) {
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this.uvs.push( j / ( l - 1 ), 0 );
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this.uvs.push( j / ( l - 1 ), 1 );
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}
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var v;
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if( this.compareV3( 0, l - 1 ) ){
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v = this.copyV3( l - 2 );
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} else {
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v = this.copyV3( 0 );
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}
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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for( var j = 0; j < l - 1; j++ ) {
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v = this.copyV3( j );
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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}
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for( var j = 1; j < l; j++ ) {
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v = this.copyV3( j );
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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}
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if( this.compareV3( l - 1, 0 ) ){
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v = this.copyV3( 1 );
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} else {
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v = this.copyV3( l - 1 );
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}
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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for( var j = 0; j < l - 1; j++ ) {
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var n = j * 2;
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this.indices_array.push( n, n + 1, n + 2 );
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this.indices_array.push( n + 2, n + 1, n + 3 );
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}
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if (!this.attributes) {
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this.attributes = {
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position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
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previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
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next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ),
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side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ),
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width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ),
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uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
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index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
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counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
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}
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} else {
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this.attributes.position.copyArray(new Float32Array(this.positions));
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this.attributes.position.needsUpdate = true;
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this.attributes.previous.copyArray(new Float32Array(this.previous));
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this.attributes.previous.needsUpdate = true;
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this.attributes.next.copyArray(new Float32Array(this.next));
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this.attributes.next.needsUpdate = true;
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this.attributes.side.copyArray(new Float32Array(this.side));
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this.attributes.side.needsUpdate = true;
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this.attributes.width.copyArray(new Float32Array(this.width));
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this.attributes.width.needsUpdate = true;
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this.attributes.uv.copyArray(new Float32Array(this.uvs));
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this.attributes.uv.needsUpdate = true;
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this.attributes.index.copyArray(new Uint16Array(this.indices_array));
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this.attributes.index.needsUpdate = true;
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}
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this.geometry.addAttribute( 'position', this.attributes.position );
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this.geometry.addAttribute( 'previous', this.attributes.previous );
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this.geometry.addAttribute( 'next', this.attributes.next );
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this.geometry.addAttribute( 'side', this.attributes.side );
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this.geometry.addAttribute( 'width', this.attributes.width );
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this.geometry.addAttribute( 'uv', this.attributes.uv );
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this.geometry.addAttribute( 'counters', this.attributes.counters );
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this.geometry.setIndex( this.attributes.index );
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}
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function memcpy (src, srcOffset, dst, dstOffset, length) {
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var i
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src = src.subarray || src.slice ? src : src.buffer
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dst = dst.subarray || dst.slice ? dst : dst.buffer
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src = srcOffset ? src.subarray ?
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src.subarray(srcOffset, length && srcOffset + length) :
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src.slice(srcOffset, length && srcOffset + length) : src
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if (dst.set) {
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dst.set(src, dstOffset)
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} else {
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for (i=0; i<src.length; i++) {
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dst[i + dstOffset] = src[i]
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}
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}
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return dst
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}
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/**
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* Fast method to advance the line by one position. The oldest position is removed.
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* @param position
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*/
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MeshLine.prototype.advance = function(position) {
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var positions = this.attributes.position.array;
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var previous = this.attributes.previous.array;
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var next = this.attributes.next.array;
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var l = positions.length;
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// PREVIOUS
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memcpy( positions, 0, previous, 0, l );
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// POSITIONS
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memcpy( positions, 6, positions, 0, l - 6 );
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positions[l - 6] = position.x;
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positions[l - 5] = position.y;
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positions[l - 4] = position.z;
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positions[l - 3] = position.x;
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positions[l - 2] = position.y;
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positions[l - 1] = position.z;
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// NEXT
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memcpy( positions, 6, next, 0, l - 6 );
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next[l - 6] = position.x;
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next[l - 5] = position.y;
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next[l - 4] = position.z;
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next[l - 3] = position.x;
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next[l - 2] = position.y;
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next[l - 1] = position.z;
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this.attributes.position.needsUpdate = true;
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this.attributes.previous.needsUpdate = true;
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this.attributes.next.needsUpdate = true;
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};
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function MeshLineMaterial( parameters ) {
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var vertexShaderSource = [
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'precision highp float;',
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'',
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'attribute vec3 position;',
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'attribute vec3 previous;',
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'attribute vec3 next;',
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'attribute float side;',
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'attribute float width;',
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'attribute vec2 uv;',
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'attribute float counters;',
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'',
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'uniform mat4 projectionMatrix;',
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'uniform mat4 modelViewMatrix;',
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'uniform vec2 resolution;',
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'uniform float lineWidth;',
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'uniform vec3 color;',
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'uniform float opacity;',
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'uniform float near;',
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'uniform float far;',
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'uniform float sizeAttenuation;',
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'',
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'varying vec2 vUV;',
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'varying vec4 vColor;',
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'varying float vCounters;',
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'',
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'vec2 fix( vec4 i, float aspect ) {',
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'',
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' vec2 res = i.xy / i.w;',
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' res.x *= aspect;',
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' vCounters = counters;',
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' return res;',
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'',
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'}',
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'',
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'void main() {',
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'',
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' float aspect = resolution.x / resolution.y;',
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' float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
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'',
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' vColor = vec4( color, opacity );',
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' vUV = uv;',
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'',
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' mat4 m = projectionMatrix * modelViewMatrix;',
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' vec4 finalPosition = m * vec4( position, 1.0 );',
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' vec4 prevPos = m * vec4( previous, 1.0 );',
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' vec4 nextPos = m * vec4( next, 1.0 );',
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'',
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' vec2 currentP = fix( finalPosition, aspect );',
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' vec2 prevP = fix( prevPos, aspect );',
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' vec2 nextP = fix( nextPos, aspect );',
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'',
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' float pixelWidth = finalPosition.w * pixelWidthRatio;',
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' float w = 1.8 * pixelWidth * lineWidth * width;',
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'',
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' if( sizeAttenuation == 1. ) {',
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' w = 1.8 * lineWidth * width;',
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' }',
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'',
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' vec2 dir;',
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' if( nextP == currentP ) dir = normalize( currentP - prevP );',
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' else if( prevP == currentP ) dir = normalize( nextP - currentP );',
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' else {',
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' vec2 dir1 = normalize( currentP - prevP );',
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' vec2 dir2 = normalize( nextP - currentP );',
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' dir = normalize( dir1 + dir2 );',
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'',
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' vec2 perp = vec2( -dir1.y, dir1.x );',
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' vec2 miter = vec2( -dir.y, dir.x );',
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' //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
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'',
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' }',
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'',
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' //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
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' vec2 normal = vec2( -dir.y, dir.x );',
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' normal.x /= aspect;',
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' normal *= .5 * w;',
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'',
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' vec4 offset = vec4( normal * side, 0.0, 1.0 );',
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' finalPosition.xy += offset.xy;',
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'',
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' gl_Position = finalPosition;',
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'',
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'}' ];
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var fragmentShaderSource = [
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'#extension GL_OES_standard_derivatives : enable',
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'precision mediump float;',
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'',
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'uniform sampler2D map;',
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'uniform sampler2D alphaMap;',
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'uniform float useMap;',
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'uniform float useAlphaMap;',
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'uniform float useDash;',
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'uniform vec2 dashArray;',
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'uniform float visibility;',
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'uniform float alphaTest;',
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'uniform vec2 repeat;',
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'',
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'varying vec2 vUV;',
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'varying vec4 vColor;',
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'varying float vCounters;',
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'',
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'void main() {',
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'',
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' vec4 c = vColor;',
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' if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
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' if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
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' if( c.a < alphaTest ) discard;',
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' if( useDash == 1. ){',
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' ',
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' }',
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' gl_FragColor = c;',
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' gl_FragColor.a *= step(vCounters,visibility);',
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'}' ];
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function check( v, d ) {
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if( v === undefined ) return d;
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return v;
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}
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THREE.Material.call( this );
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parameters = parameters || {};
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this.lineWidth = check( parameters.lineWidth, 1 );
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this.map = check( parameters.map, null );
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this.useMap = check( parameters.useMap, 0 );
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this.alphaMap = check( parameters.alphaMap, null );
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this.useAlphaMap = check( parameters.useAlphaMap, 0 );
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this.color = check( parameters.color, new THREE.Color( 0xffffff ) );
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this.opacity = check( parameters.opacity, 1 );
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this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) );
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this.sizeAttenuation = check( parameters.sizeAttenuation, 1 );
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this.near = check( parameters.near, 1 );
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this.far = check( parameters.far, 1 );
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this.dashArray = check( parameters.dashArray, [] );
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this.useDash = ( this.dashArray !== [] ) ? 1 : 0;
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this.visibility = check( parameters.visibility, 1 );
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this.alphaTest = check( parameters.alphaTest, 0 );
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this.repeat = check( parameters.repeat, new THREE.Vector2( 1, 1 ) );
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var material = new THREE.RawShaderMaterial( {
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uniforms:{
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lineWidth: { type: 'f', value: this.lineWidth },
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map: { type: 't', value: this.map },
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useMap: { type: 'f', value: this.useMap },
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alphaMap: { type: 't', value: this.alphaMap },
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useAlphaMap: { type: 'f', value: this.useAlphaMap },
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color: { type: 'c', value: this.color },
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opacity: { type: 'f', value: this.opacity },
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resolution: { type: 'v2', value: this.resolution },
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sizeAttenuation: { type: 'f', value: this.sizeAttenuation },
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near: { type: 'f', value: this.near },
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far: { type: 'f', value: this.far },
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dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) },
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useDash: { type: 'f', value: this.useDash },
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visibility: {type: 'f', value: this.visibility},
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alphaTest: {type: 'f', value: this.alphaTest},
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repeat: { type: 'v2', value: this.repeat }
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},
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vertexShader: vertexShaderSource.join( '\r\n' ),
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fragmentShader: fragmentShaderSource.join( '\r\n' )
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});
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delete parameters.lineWidth;
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delete parameters.map;
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delete parameters.useMap;
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delete parameters.alphaMap;
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delete parameters.useAlphaMap;
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delete parameters.color;
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delete parameters.opacity;
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delete parameters.resolution;
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delete parameters.sizeAttenuation;
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delete parameters.near;
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delete parameters.far;
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delete parameters.dashArray;
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delete parameters.visibility;
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delete parameters.alphaTest;
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delete parameters.repeat;
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material.type = 'MeshLineMaterial';
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material.setValues( parameters );
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return material;
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};
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MeshLineMaterial.prototype = Object.create( THREE.Material.prototype );
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MeshLineMaterial.prototype.constructor = MeshLineMaterial;
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MeshLineMaterial.prototype.copy = function ( source ) {
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THREE.Material.prototype.copy.call( this, source );
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this.lineWidth = source.lineWidth;
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this.map = source.map;
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this.useMap = source.useMap;
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this.alphaMap = source.alphaMap;
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this.useAlphaMap = source.useAlphaMap;
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this.color.copy( source.color );
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this.opacity = source.opacity;
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this.resolution.copy( source.resolution );
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this.sizeAttenuation = source.sizeAttenuation;
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this.near = source.near;
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this.far = source.far;
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this.dashArray.copy( source.dashArray );
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this.useDash = source.useDash;
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this.visibility = source.visibility;
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this.alphaTest = source.alphaTest;
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this.repeat.copy( source.repeat );
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return this;
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};
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if( typeof exports !== 'undefined' ) {
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if( typeof module !== 'undefined' && module.exports ) {
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exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
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}
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exports.MeshLine = MeshLine;
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exports.MeshLineMaterial = MeshLineMaterial;
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}
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else {
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root.MeshLine = MeshLine;
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root.MeshLineMaterial = MeshLineMaterial;
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}
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}).call(this);
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