surface smoothing started
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index.html
171
index.html
@ -25,46 +25,12 @@ import { Region } from "./region.js";
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let surfaceTest = () =>
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{
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let voxels = [];
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voxels[Region.I(0, 0, 0)] = true;
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voxels[Region.I(1, 0, 0)] = true;
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let surface = Region.Surface(voxels)
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console.log(surface);
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let surfaceGeometry = new THREE.BufferGeometry();
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surfaceGeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(surface.vertices.flat()), 3) );
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surfaceGeometry.setIndex(surface.triPointVert);
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surfaceGeometry.computeVertexNormals(true);
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let surfaceObject = new THREE.Mesh(
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surfaceGeometry,
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new THREE.MeshPhongMaterial({color:0xaa9900, side:THREE.DoubleSide, shading:THREE.FlatShading})
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);
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return {
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DOM:"canvas",
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Init(inScene)
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{
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let light = new THREE.PointLight(0xffffff, 1, 100)
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light.position.set(0, 2, -4);
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inScene.add(light)
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inScene.add(surfaceObject);
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inScene.add(new THREE.GridHelper(10, 10));
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inScene.add(new THREE.AxesHelper( 5 ));
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},
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Update(inScene, inDelta){}
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};
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}
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let smoothTest = () =>
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{
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let average = (inArray, inPointInd, ...inOthersInd) =>
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let average = (inArray, inPointInd, inOthersIndArray) =>
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{
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let sum = [0, 0, 0];
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for(let i=0; i<inOthersInd.length; i++)
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for(let i=0; i<inOthersIndArray.length; i++)
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{
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let otherInd = inOthersInd[i]*3;
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let otherInd = inOthersIndArray[i]*3;
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sum[0] += inArray[otherInd+0];
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sum[1] += inArray[otherInd+1];
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sum[2] += inArray[otherInd+2];
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@ -73,16 +39,17 @@ let smoothTest = () =>
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let pointX = inPointInd*3 + 0;
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let pointY = inPointInd*3 + 1;
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let pointZ = inPointInd*3 + 2;
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let reducer = inOthersInd.length;
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let reducer = inOthersIndArray.length;
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let limit = (inCenter, inPoint) =>
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{
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var size = 0.49999;
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var limit;
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limit = inCenter-0.49;
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limit = inCenter - size;
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if(inPoint <= limit)
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{
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return limit;
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}
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limit = inCenter + 0.49;
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limit = inCenter + size;
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if(inPoint >= limit)
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{
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return limit;
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@ -94,80 +61,90 @@ let smoothTest = () =>
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inArray[pointY] = limit(Math.round(inArray[pointY]), sum[1]/reducer);
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inArray[pointZ] = limit(Math.round(inArray[pointZ]), sum[2]/reducer);
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};
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let smooth = (inArray, inTimes) =>
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let smooth = (inVertsArray, inNeighborsArray, inTimes) =>
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{
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let count = inArray.length/3;
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let count = inVertsArray.length/3;
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for(let t=0; t<inTimes; t++)
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{
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for(let i=0; i<count; i++)
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{
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if(i==0)
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{
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average(inArray, i, count-1, i+1);
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}
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else
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{
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if(i==count-1)
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{
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average(inArray, i, i-1, 0);
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}
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else
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{
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average(inArray, i, i-1, i+1);
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average(inVertsArray, i, inNeighborsArray[i]);
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}
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}
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return inVertsArray;
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}
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}
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}
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let path = (inPoints, inSmoothing, inColor) =>
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{
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let clone = [...inPoints];
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smooth(clone, inSmoothing);
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute( clone, 3 ));
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const materialLine = new THREE.LineBasicMaterial( { color: inColor, linewidth: 3 } );
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const materialPoint = new THREE.PointsMaterial( { color:inColor, size: 0.05 } );
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const output = new THREE.Group();
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output.add( new THREE.Line( geometry, materialLine ) );
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output.add( new THREE.Points( geometry, materialPoint ) );
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return output;
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}
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const points =
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[
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4, 0, 0,
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3, 0, 0,
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2, 0, 0,
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1, 0, 0,
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//
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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2, 1, 0,
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2, 2, 0,
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3, 2, 0,
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4, 2, 0,
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4, 3, 0,
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//
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5, 3, 0,
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5, 2, 0,
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5, 1, 0,
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5, 0, 0,
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];
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let voxels = [];
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voxels[Region.I(0, 0, 0)] = true;
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voxels[Region.I(1, 0, 0)] = true;
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voxels[Region.I(2, 0, 0)] = true;
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voxels[Region.I(0, 1, 0)] = true;
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voxels[Region.I(1, 1, 0)] = true;
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voxels[Region.I(0, 2, 0)] = true;
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voxels[Region.I(0, 0, 1)] = true;
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voxels[Region.I(1, 0, 1)] = true;
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voxels[Region.I(2, 0, 1)] = true;
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voxels[Region.I(0, 1, 1)] = true;
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voxels[Region.I(1, 1, 1)] = true;
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voxels[Region.I(0, 2, 1)] = true;
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voxels[Region.I(0, 0, 2)] = true;
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voxels[Region.I(1, 0, 2)] = true;
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voxels[Region.I(2, 0, 2)] = true;
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voxels[Region.I(0, 1, 2)] = true;
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voxels[Region.I(1, 1, 2)] = true;
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voxels[Region.I(0, 2, 2)] = true;
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voxels[Region.I(0, 0, 3)] = true;
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voxels[Region.I(1, 0, 3)] = true;
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voxels[Region.I(2, 0, 3)] = true;
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voxels[Region.I(0, 1, 3)] = true;
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voxels[Region.I(1, 1, 3)] = true;
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voxels[Region.I(0, 2, 3)] = true;
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let surface = Region.Surface(voxels);
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let vertsCube = new Float32Array(surface.vertices.flat());
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let surfaceCubeGeometry = new THREE.BufferGeometry();
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surfaceCubeGeometry.setAttribute('position', new THREE.BufferAttribute(vertsCube, 3) );
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surfaceCubeGeometry.setIndex(surface.triPointVert);
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surfaceCubeGeometry.computeVertexNormals(true);
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let surfaceCubeObject = new THREE.Mesh(
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surfaceCubeGeometry,
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new THREE.MeshBasicMaterial({color:0xaa9900, wireframe:true, side:THREE.DoubleSide, shading:THREE.FlatShading})
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);
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let vertsSmooth = new Float32Array(smooth(surface.vertices.flat(), surface.vertPointNeighbors, 5));
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let surfaceSmoothGeometry = new THREE.BufferGeometry();
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surfaceSmoothGeometry.setAttribute('position', new THREE.BufferAttribute(vertsSmooth, 3) );
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surfaceSmoothGeometry.setIndex(surface.triPointVert);
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surfaceSmoothGeometry.computeVertexNormals(true);
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let surfaceSmoothObject = new THREE.Mesh(
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surfaceSmoothGeometry,
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new THREE.MeshPhongMaterial({color:0xffffff, side:THREE.DoubleSide, shading:THREE.FlatShading})
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);
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return {
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DOM:"canvas",
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Init(inScene)
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{
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inScene.add(path(points, 0, 0xFF0000));
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inScene.add(path(points, 10, 0x00ff00));
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let light = new THREE.PointLight(0xffffff, 1, 100)
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light.position.set(0, 2, -4);
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inScene.add(light)
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inScene.add(surfaceCubeObject);
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inScene.add(surfaceSmoothObject);
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//inScene.add(new THREE.GridHelper(10, 10));
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//inScene.add(new THREE.AxesHelper( 5 ));
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},
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Update(scene, delta)
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{
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Update(inScene, inDelta){}
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};
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}
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}
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};
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Scene(surfaceTest());
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