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					291 lines
				
				6.8 KiB
			
		
		
			
		
	
	
					291 lines
				
				6.8 KiB
			| 
								 
											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - interactive - buffergeometry</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="container"></div>
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										<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - buffergeometry</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											let container, stats;
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											let camera, scene, renderer;
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											let raycaster, pointer;
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											let mesh, line;
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											init();
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											animate();
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											function init() {
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												container = document.getElementById( 'container' );
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												//
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												camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
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												camera.position.z = 2750;
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0x050505 );
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												scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );
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												//
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												scene.add( new THREE.AmbientLight( 0x444444 ) );
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												const light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
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												light1.position.set( 1, 1, 1 );
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												scene.add( light1 );
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												const light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );
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												light2.position.set( 0, - 1, 0 );
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												scene.add( light2 );
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												//
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												const triangles = 5000;
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												let geometry = new THREE.BufferGeometry();
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												const positions = new Float32Array( triangles * 3 * 3 );
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												const normals = new Float32Array( triangles * 3 * 3 );
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												const colors = new Float32Array( triangles * 3 * 3 );
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												const color = new THREE.Color();
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												const n = 800, n2 = n / 2;	// triangles spread in the cube
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												const d = 120, d2 = d / 2;	// individual triangle size
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												const pA = new THREE.Vector3();
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												const pB = new THREE.Vector3();
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												const pC = new THREE.Vector3();
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												const cb = new THREE.Vector3();
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												const ab = new THREE.Vector3();
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												for ( let i = 0; i < positions.length; i += 9 ) {
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													// positions
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													const x = Math.random() * n - n2;
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													const y = Math.random() * n - n2;
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													const z = Math.random() * n - n2;
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													const ax = x + Math.random() * d - d2;
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													const ay = y + Math.random() * d - d2;
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													const az = z + Math.random() * d - d2;
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													const bx = x + Math.random() * d - d2;
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													const by = y + Math.random() * d - d2;
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													const bz = z + Math.random() * d - d2;
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													const cx = x + Math.random() * d - d2;
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													const cy = y + Math.random() * d - d2;
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													const cz = z + Math.random() * d - d2;
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													positions[ i ] = ax;
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													positions[ i + 1 ] = ay;
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													positions[ i + 2 ] = az;
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													positions[ i + 3 ] = bx;
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													positions[ i + 4 ] = by;
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													positions[ i + 5 ] = bz;
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													positions[ i + 6 ] = cx;
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													positions[ i + 7 ] = cy;
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													positions[ i + 8 ] = cz;
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													// flat face normals
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													pA.set( ax, ay, az );
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													pB.set( bx, by, bz );
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													pC.set( cx, cy, cz );
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													cb.subVectors( pC, pB );
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													ab.subVectors( pA, pB );
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													cb.cross( ab );
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													cb.normalize();
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													const nx = cb.x;
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													const ny = cb.y;
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													const nz = cb.z;
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													normals[ i ] = nx;
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													normals[ i + 1 ] = ny;
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													normals[ i + 2 ] = nz;
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													normals[ i + 3 ] = nx;
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													normals[ i + 4 ] = ny;
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													normals[ i + 5 ] = nz;
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													normals[ i + 6 ] = nx;
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													normals[ i + 7 ] = ny;
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													normals[ i + 8 ] = nz;
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													// colors
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													const vx = ( x / n ) + 0.5;
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													const vy = ( y / n ) + 0.5;
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													const vz = ( z / n ) + 0.5;
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													color.setRGB( vx, vy, vz );
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													colors[ i ] = color.r;
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													colors[ i + 1 ] = color.g;
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													colors[ i + 2 ] = color.b;
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													colors[ i + 3 ] = color.r;
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													colors[ i + 4 ] = color.g;
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													colors[ i + 5 ] = color.b;
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													colors[ i + 6 ] = color.r;
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													colors[ i + 7 ] = color.g;
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													colors[ i + 8 ] = color.b;
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												}
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												geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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												geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
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												geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
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												geometry.computeBoundingSphere();
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												let material = new THREE.MeshPhongMaterial( {
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													color: 0xaaaaaa, specular: 0xffffff, shininess: 250,
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													side: THREE.DoubleSide, vertexColors: true
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												} );
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												mesh = new THREE.Mesh( geometry, material );
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												scene.add( mesh );
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												//
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												raycaster = new THREE.Raycaster();
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												pointer = new THREE.Vector2();
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												geometry = new THREE.BufferGeometry();
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												geometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 4 * 3 ), 3 ) );
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												material = new THREE.LineBasicMaterial( { color: 0xffffff, transparent: true } );
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												line = new THREE.Line( geometry, material );
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												scene.add( line );
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												//
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												container.appendChild( renderer.domElement );
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												//
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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												document.addEventListener( 'pointermove', onPointerMove );
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											function onPointerMove( event ) {
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												pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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												pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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											}
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											//
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											function animate() {
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												requestAnimationFrame( animate );
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												render();
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												stats.update();
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											}
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											function render() {
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												const time = Date.now() * 0.001;
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												mesh.rotation.x = time * 0.15;
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												mesh.rotation.y = time * 0.25;
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												raycaster.setFromCamera( pointer, camera );
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												const intersects = raycaster.intersectObject( mesh );
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												if ( intersects.length > 0 ) {
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													const intersect = intersects[ 0 ];
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													const face = intersect.face;
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													const linePosition = line.geometry.attributes.position;
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													const meshPosition = mesh.geometry.attributes.position;
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													linePosition.copyAt( 0, meshPosition, face.a );
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													linePosition.copyAt( 1, meshPosition, face.b );
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													linePosition.copyAt( 2, meshPosition, face.c );
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													linePosition.copyAt( 3, meshPosition, face.a );
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													mesh.updateMatrix();
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													line.geometry.applyMatrix4( mesh.matrix );
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													line.visible = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													line.visible = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								</html>
							 |