fixed missing neighbor bug
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20e8d90ec3
commit
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11
index.html
11
index.html
@ -26,13 +26,13 @@ import { Region } from "./region.js";
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let surfaceTest = () =>
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let surfaceTest = () =>
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{
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{
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let voxels = [];
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let voxels = [];
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voxels[Region.I(2, 2, 2)] = true;
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voxels[Region.I(0, 0, 0)] = true;
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voxels[Region.I(2, 3, 2)] = 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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let surface = Region.Surface(voxels)
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console.log(surface);
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console.log(surface);
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let surfaceGeometry = new THREE.BufferGeometry();
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let surfaceGeometry = new THREE.BufferGeometry();
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surfaceGeometry.setAttribute('position', new THREE.BufferAttribute(surface.vert, 3) );
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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.setIndex(surface.triPointVert);
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surfaceGeometry.computeVertexNormals(true);
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surfaceGeometry.computeVertexNormals(true);
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@ -45,9 +45,12 @@ let surfaceTest = () =>
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DOM:"canvas",
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DOM:"canvas",
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Init(inScene)
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Init(inScene)
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{
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{
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inScene.add(new THREE.PointLight(0xffffff, 1, 100))
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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(surfaceObject);
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inScene.add(new THREE.GridHelper(10, 10));
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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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},
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Update(inScene, inDelta){}
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Update(inScene, inDelta){}
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};
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};
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94
region.js
94
region.js
@ -14,55 +14,87 @@ export const Region =
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},
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},
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Surface(inVoxels)
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Surface(inVoxels)
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{
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{
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function Vert(a)
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var vertices = []; // array of surface vertices
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var voxPointVert = []; // vox array, contains integer pointers to vertices
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var triPointVert = []; // triangle array, contains integer pointers to vertices
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var vertPointNeighbors = []; // vertex array, contains arrays of integer pointers to vertices
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function Vert(inVoxIndex)
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{
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{
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var vertPointer = voxPointVert[a]
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/*
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If not preexisting, create a vertex with the coordinates of the voxel at `voxPointVert[inVoxIndex]`.
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Add the new vertex to `vertices`.
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Initialize empty neighbor connections.
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Put the *index* of new vertex back in the voxel array at `inVoxIndex`
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Return the vertex *index*, plus a flag if a vertex was already there.
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Impure refs: voxPointVert, vertPointNeighbors, vertices
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*/
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var vertPointer = voxPointVert[inVoxIndex]
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if(vertPointer === undefined)
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if(vertPointer === undefined)
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{
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{
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let vert = Region.XYZ(a);
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let vert = Region.XYZ(inVoxIndex);
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vertPointer = vertices.length;
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vertPointer = vertices.length;
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voxPointVert[a] = vertPointer;
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voxPointVert[inVoxIndex] = vertPointer;
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vertPointNeighbors.push([]);
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vertPointNeighbors.push([]);
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vertices.push(vert);
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vertices.push(vert);
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return [vertPointer, false];
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}
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}
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return vertPointer;
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else
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}
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function Face(a, b, c, d)
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{
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{
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let p1 = Vert(a);
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return [vertPointer, true];
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let p2 = Vert(b);
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}
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let p3 = Vert(c);
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}
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let p4 = Vert(d);
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function Edge(vert1, vert1WasFull, vert2, vert2WasFull)
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{
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/*
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Sets up neighbor relationships between vert1 and vert2.
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Contains a check for if they have already been connected.
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Impure refs: vertPointNeighbors
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*/
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let p1Neighbors = vertPointNeighbors[vert1];
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let p2Neighbors = vertPointNeighbors[vert2];
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// if the two verts were already filled
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if((vert1WasFull && vert2WasFull))
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{
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// it's possible that they are already connected
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if(p1Neighbors.indexOf(vert2) !== -1)
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{
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// quit if they are
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return;
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}
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}
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p1Neighbors.push(vert2);
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p2Neighbors.push(vert1);
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}
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function Face(a, b, c, d /* vox indices */)
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{
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let [p1, p1WasFull] = Vert(a);
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let [p2, p2WasFull] = Vert(b);
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let [p3, p3WasFull] = Vert(c);
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let [p4, p4WasFull] = Vert(d);
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triPointVert.push(p1, p2, p3, p3, p4, p1);
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triPointVert.push(p1, p2, p3, p3, p4, p1);
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vertPointNeighbors[p1].push(p2);
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Edge(p1, p1WasFull, p2, p2WasFull);
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vertPointNeighbors[p2].push(p1);
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Edge(p2, p2WasFull, p3, p3WasFull);
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Edge(p3, p3WasFull, p4, p4WasFull);
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vertPointNeighbors[p2].push(p3);
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Edge(p4, p4WasFull, p1, p1WasFull);
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vertPointNeighbors[p3].push(p2);
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vertPointNeighbors[p3].push(p4);
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vertPointNeighbors[p4].push(p3);
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vertPointNeighbors[p4].push(p1);
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vertPointNeighbors[p1].push(p2);
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}
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}
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var vertices = [];
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var voxPointVert = [];
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var triPointVert = [];
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var vertPointNeighbors = [];
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var i;
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var i;
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var x, y, z;
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var BA, BU, BC, BR, TA, TU, TC, TR, CL, CD, CB;
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var BA, BU, BC, BR, TA, TU, TC, TR, CL, CD, CB;
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for(i=0; i<inVoxels.length; i++)
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for(i=0; i<inVoxels.length; i++)
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{
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{
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if(inVoxels[i])
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if(inVoxels[i])
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{
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{
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let [x, y, z] = Region.XYZ(i);
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[x, y, z] = Region.XYZ(i);
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console.log("at", x, y, z);
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// bottom: at, "up", corner, right
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// bottom: at, "up", corner, right
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BA = i;
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BA = i;
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@ -91,6 +123,6 @@ export const Region =
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}
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}
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}
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}
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return {vert:new Float32Array(vertices.flat()), voxPointVert, triPointVert, vertPointNeighbors};
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return {vertices, triPointVert, vertPointNeighbors};
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}
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}
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};
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};
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2
scene.js
2
scene.js
@ -45,7 +45,7 @@ export function Scene(inSettings)
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scene.add(light);
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scene.add(light);
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//scene.add(new T.GridHelper(10, 10));
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//scene.add(new T.GridHelper(10, 10));
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light.position.set(-1, 2, 4);
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light.position.set(-1, 2, 4);
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camera.position.set(0, 5, 5);
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camera.position.set(-1, 2, -1);
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camera.lookAt(new T.Vector3(0,0,0));
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camera.lookAt(new T.Vector3(0,0,0));
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controls.update();
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controls.update();
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