feat: track images with git lfs
This commit is contained in:
112
app/src/lib/components/edges/Edge.svelte
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112
app/src/lib/components/edges/Edge.svelte
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<script context="module" lang="ts">
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const color = new Color(0x202020);
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color.convertLinearToSRGB();
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const color2 = color.clone();
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color2.convertSRGBToLinear();
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const circleMaterial = new MeshBasicMaterial({
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color,
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toneMapped: false,
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});
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const lineCache = new Map<number, BufferGeometry>();
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const curve = new CubicBezierCurve(
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new Vector2(0, 0),
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new Vector2(0, 0),
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new Vector2(0, 0),
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new Vector2(0, 0),
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);
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</script>
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<script lang="ts">
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import { T } from "@threlte/core";
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import { MeshLineMaterial } from "@threlte/extras";
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import { BufferGeometry, MeshBasicMaterial, Vector3 } from "three";
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import { Color } from "three/src/math/Color.js";
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import { CubicBezierCurve } from "three/src/extras/curves/CubicBezierCurve.js";
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import { Vector2 } from "three/src/math/Vector2.js";
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import { createEdgeGeometry } from "./createEdgeGeometry";
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export let from: { x: number; y: number };
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export let to: { x: number; y: number };
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let samples = 5;
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let geometry: BufferGeometry;
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let lastId: number | null = null;
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const primeA = 31;
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const primeB = 37;
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export const update = function () {
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const new_x = to.x - from.x;
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const new_y = to.y - from.y;
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const curveId = new_x * primeA + new_y * primeB;
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if (lastId === curveId) {
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return;
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}
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const mid = new Vector2(new_x / 2, new_y / 2);
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if (lineCache.has(curveId)) {
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geometry = lineCache.get(curveId)!;
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return;
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}
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const length = Math.floor(
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Math.sqrt(Math.pow(new_x, 2) + Math.pow(new_y, 2)) / 4,
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);
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samples = Math.min(Math.max(10, length), 60);
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curve.v0.set(0, 0);
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curve.v1.set(mid.x, 0);
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curve.v2.set(mid.x, new_y);
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curve.v3.set(new_x, new_y);
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const points = curve
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.getPoints(samples)
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.map((p) => new Vector3(p.x, 0, p.y))
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.flat();
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geometry = createEdgeGeometry(points);
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lineCache.set(curveId, geometry);
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};
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$: if (from || to) {
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update();
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}
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</script>
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<T.Mesh
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position.x={from.x}
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position.z={from.y}
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position.y={0.8}
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rotation.x={-Math.PI / 2}
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material={circleMaterial}
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>
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<T.CircleGeometry args={[0.3, 16]} />
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</T.Mesh>
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<T.Mesh
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position.x={to.x}
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position.z={to.y}
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position.y={0.8}
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rotation.x={-Math.PI / 2}
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material={circleMaterial}
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>
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<T.CircleGeometry args={[0.3, 16]} />
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</T.Mesh>
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{#if geometry}
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<T.Mesh position.x={from.x} position.z={from.y} position.y={0.1} {geometry}>
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<MeshLineMaterial
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width={4}
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attenuate={false}
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color={color2}
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toneMapped={false}
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/>
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</T.Mesh>
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{/if}
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8
app/src/lib/components/edges/FloatingEdge.svelte
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8
app/src/lib/components/edges/FloatingEdge.svelte
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<script lang="ts">
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import Edge from "./Edge.svelte";
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export let from: { x: number; y: number };
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export let to: { x: number; y: number };
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</script>
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<Edge {from} {to} />
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100
app/src/lib/components/edges/createEdgeGeometry.ts
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100
app/src/lib/components/edges/createEdgeGeometry.ts
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import { BufferGeometry, Vector3, BufferAttribute } from 'three'
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import { setXY, setXYZ, setXYZW, setXYZXYZ } from './utils'
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export function createEdgeGeometry(points: Vector3[]) {
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let shape = 'none'
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let shapeFunction = (p: number) => 1
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// When the component first runs we create the buffer geometry and allocate the buffer attributes
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let pointCount = points.length
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let counters: number[] = []
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let counterIndex = 0
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let side: number[] = []
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let widthArray: number[] = []
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let doubleIndex = 0
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let uvArray: number[] = []
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let uvIndex = 0
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let indices: number[] = []
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let indicesIndex = 0
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if (shape === 'taper') {
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shapeFunction = (p: number) => 1 * Math.pow(4 * p * (1 - p), 1)
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}
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for (let j = 0; j < pointCount; j++) {
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const c = j / points.length
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counters[counterIndex + 0] = c
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counters[counterIndex + 1] = c
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counterIndex += 2
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setXY(side, doubleIndex, 1, -1)
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let width = shape === 'none' ? 1 : shapeFunction(j / (pointCount - 1))
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setXY(widthArray, doubleIndex, width, width)
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doubleIndex += 2
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setXYZW(uvArray, uvIndex, j / (pointCount - 1), 0, j / (pointCount - 1), 1)
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uvIndex += 4
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if (j < pointCount - 1) {
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const n = j * 2
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setXYZ(indices, indicesIndex, n + 0, n + 1, n + 2)
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setXYZ(indices, indicesIndex + 3, n + 2, n + 1, n + 3)
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indicesIndex += 6
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}
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}
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const geometry = new BufferGeometry()
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// create these buffer attributes at the correct length but leave them empty for now
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geometry.setAttribute('position', new BufferAttribute(new Float32Array(pointCount * 6), 3))
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geometry.setAttribute('previous', new BufferAttribute(new Float32Array(pointCount * 6), 3))
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geometry.setAttribute('next', new BufferAttribute(new Float32Array(pointCount * 6), 3))
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// create and populate these buffer attributes
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geometry.setAttribute('counters', new BufferAttribute(new Float32Array(counters), 1))
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geometry.setAttribute('side', new BufferAttribute(new Float32Array(side), 1))
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geometry.setAttribute('width', new BufferAttribute(new Float32Array(widthArray), 1))
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geometry.setAttribute('uv', new BufferAttribute(new Float32Array(uvArray), 2))
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geometry.setIndex(new BufferAttribute(new Uint16Array(indices), 1))
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let positions: number[] = []
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let previous: number[] = []
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let next: number[] = []
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let positionIndex = 0
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let previousIndex = 0
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let nextIndex = 0
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setXYZXYZ(previous, previousIndex, points[0].x, points[0].y, points[0].z)
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previousIndex += 6
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for (let j = 0; j < pointCount; j++) {
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const p = points[j]
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setXYZXYZ(positions, positionIndex, p.x, p.y, p.z)
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positionIndex += 6
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if (j < pointCount - 1) {
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setXYZXYZ(previous, previousIndex, p.x, p.y, p.z)
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previousIndex += 6
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}
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if (j > 0 && j + 1 <= pointCount) {
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setXYZXYZ(next, nextIndex, p.x, p.y, p.z)
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nextIndex += 6
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}
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}
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setXYZXYZ(
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next,
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nextIndex,
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points[pointCount - 1].x,
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points[pointCount - 1].y,
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points[pointCount - 1].z
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)
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const positionAttribute = (geometry.getAttribute('position') as BufferAttribute).set(positions)
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const previousAttribute = (geometry.getAttribute('previous') as BufferAttribute).set(previous)
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const nextAttribute = (geometry.getAttribute('next') as BufferAttribute).set(next)
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positionAttribute.needsUpdate = true
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previousAttribute.needsUpdate = true
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nextAttribute.needsUpdate = true
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geometry.computeBoundingSphere()
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return geometry;
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}
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34
app/src/lib/components/edges/utils.ts
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34
app/src/lib/components/edges/utils.ts
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export const setXYZXYZ = (array: number[], location: number, x: number, y: number, z: number) => {
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array[location + 0] = x
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array[location + 1] = y
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array[location + 2] = z
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array[location + 3] = x
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array[location + 4] = y
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array[location + 5] = z
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}
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export const setXY = (array: number[], location: number, x: number, y: number) => {
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array[location + 0] = x
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array[location + 1] = y
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}
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export const setXYZ = (array: number[], location: number, x: number, y: number, z: number) => {
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array[location + 0] = x
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array[location + 1] = y
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array[location + 2] = z
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}
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export const setXYZW = (
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array: number[],
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location: number,
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x: number,
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y: number,
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z: number,
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w: number
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) => {
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array[location + 0] = x
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array[location + 1] = y
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array[location + 2] = z
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array[location + 3] = w
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}
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