feat: add box node
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@ -1,18 +1,38 @@
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<script lang="ts">
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import { T } from "@threlte/core";
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import { Text } from "@threlte/extras";
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import type { BufferGeometry } from "three";
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import { OrbitControls } from "@threlte/extras";
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export let geometry: BufferGeometry[];
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function getPosition(geo: BufferGeometry, i: number) {
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const pos = [
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geo.attributes.position.array[i],
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geo.attributes.position.array[i + 1],
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geo.attributes.position.array[i + 2],
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];
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return pos;
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}
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</script>
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<T.PerspectiveCamera position={[10, 10, 10]} makeDefault fov={50}>
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<T.PerspectiveCamera position={[-10, 10, 10]} makeDefault fov={50}>
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<OrbitControls />
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</T.PerspectiveCamera>
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<T.DirectionalLight position={[0, 10, 10]} />
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{#each geometry as geo}
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{#each geo.attributes.position.array as attr, i}
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{#if i % 3 === 0}
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<Text text={i / 3} fontSize={1} position={getPosition(geo, i)} />
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{/if}
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{/each}
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<T.Points visible={true}>
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<T is={geo} />
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<T.PointsMaterial size={0.25} />
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</T.Points>
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<T.Mesh geometry={geo}>
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<T.MeshBasicMaterial color="red" />
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</T.Mesh>
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@ -1,7 +1,11 @@
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<script lang="ts">
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import { Canvas } from "@threlte/core";
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import Scene from "./Scene.svelte";
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import { BufferGeometry, Float32BufferAttribute } from "three";
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import {
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BufferAttribute,
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BufferGeometry,
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Float32BufferAttribute,
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} from "three";
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import { decodeFloat } from "$lib/helpers/encode";
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export let result: Int32Array;
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@ -20,33 +24,28 @@
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const faceCount = encodedData[index++];
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// Indices
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const indices: number[] = [];
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for (let i = 0; i < faceCount * 3; i++) {
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indices.push(encodedData[index++]);
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}
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const indices = encodedData.subarray(index, index + faceCount * 3);
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index = index + faceCount * 3;
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// Face normals (although typically there would be one normal per vertex)
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const normals: number[] = [];
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for (let i = 0; i < faceCount; i++) {
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const x = decodeFloat(encodedData[index++]);
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const y = decodeFloat(encodedData[index++]);
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const z = decodeFloat(encodedData[index++]);
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normals.push(x, y, z);
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}
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const normals = new Float32Array(
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encodedData.buffer,
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index * 4,
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faceCount * 3,
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);
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index = index + faceCount * 3;
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// Vertices
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const vertices: number[] = [];
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for (let i = 0; i < vertexCount; i++) {
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const x = decodeFloat(encodedData[index++]);
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const y = decodeFloat(encodedData[index++]);
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const z = decodeFloat(encodedData[index++]);
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vertices.push(x, y, z);
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}
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const vertices = new Float32Array(
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encodedData.buffer,
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index * 4,
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vertexCount * 3,
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);
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// Add data to geometry
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geometry.setIndex(indices);
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geometry.setIndex([...indices]);
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geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
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geometry.setAttribute("normal", new Float32BufferAttribute(normals, 3));
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// geometry.setAttribute("normal", new Float32BufferAttribute(normals, 3));
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geometry.computeVertexNormals();
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return geometry;
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}
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@ -97,8 +96,6 @@
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$: if (result) {
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const inputs = parse_args(result);
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console.log({ inputs });
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for (let input of inputs) {
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if (input[0] === 1) {
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const geo = createGeometryFromEncodedData(input);
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