feat: implement debug node
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Closes #39
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@@ -1,10 +1,10 @@
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<script lang="ts">
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import SmallPerformanceViewer from '$lib/performance/SmallPerformanceViewer.svelte';
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import { appSettings } from '$lib/settings/app-settings.svelte';
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import { decodeFloat, splitNestedArray } from '@nodarium/utils';
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import { splitNestedArray } from '@nodarium/utils';
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import type { PerformanceStore } from '@nodarium/utils';
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import { Canvas } from '@threlte/core';
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import { DoubleSide, Vector3 } from 'three';
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import { DoubleSide } from 'three';
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import { type Group, MeshMatcapMaterial, TextureLoader } from 'three';
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import { createGeometryPool, createInstancedGeometryPool } from './geometryPool';
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import Scene from './Scene.svelte';
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@@ -23,6 +23,7 @@
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let geometryPool: ReturnType<typeof createGeometryPool>;
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let instancePool: ReturnType<typeof createInstancedGeometryPool>;
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export function updateGeometries(inputs: Int32Array[], group: Group) {
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geometryPool = geometryPool || createGeometryPool(group, material);
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instancePool = instancePool || createInstancedGeometryPool(group, material);
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@@ -40,44 +41,16 @@
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scene: Group;
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centerCamera: boolean;
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perf: PerformanceStore;
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debugData?: Record<number, { type: string; data: Int32Array }>;
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};
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let { scene = $bindable(), centerCamera, perf }: Props = $props();
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let lines = $state<Vector3[][]>([]);
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function createLineGeometryFromEncodedData(encodedData: Int32Array) {
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const positions: Vector3[] = [];
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const amount = (encodedData.length - 1) / 4;
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for (let i = 0; i < amount; i++) {
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const x = decodeFloat(encodedData[2 + i * 4 + 0]);
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const y = decodeFloat(encodedData[2 + i * 4 + 1]);
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const z = decodeFloat(encodedData[2 + i * 4 + 2]);
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positions.push(new Vector3(x, y, z));
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}
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return positions;
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}
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let { scene = $bindable(), centerCamera, debugData, perf }: Props = $props();
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export const update = function update(result: Int32Array) {
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perf.addPoint('split-result');
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const inputs = splitNestedArray(result);
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perf.endPoint();
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if (appSettings.value.debug.showStemLines) {
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perf.addPoint('create-lines');
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lines = inputs
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.map((input) => {
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if (input[0] === 0) {
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return createLineGeometryFromEncodedData(input);
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}
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})
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.filter(Boolean) as Vector3[][];
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perf.endPoint();
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}
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perf.addPoint('update-geometries');
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const { totalVertices, totalFaces } = updateGeometries(inputs, scene);
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@@ -97,8 +70,8 @@
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<Canvas>
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<Scene
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bind:this={sceneComponent}
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{lines}
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{centerCamera}
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{debugData}
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bind:scene
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bind:fps
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/>
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