buffaratt
parent
f7c2a70b18
commit
f185e8b1ef
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@ -1,5 +1,5 @@
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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var __DATE__ = "Wed Nov 29 2017 22:14:24 GMT+0100 (CET)";
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var __DATE__ = "Wed Nov 29 2017 22:17:53 GMT+0100 (CET)";
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// END COMPILE TIME DEFINITIONS
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// END COMPILE TIME DEFINITIONS
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/**
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/**
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@ -13753,7 +13753,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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geometry = new THREE.BufferGeometry();
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geometry = new THREE.BufferGeometry();
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geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
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geometry.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
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/**
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/**
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* Setyp mesh vertices colors
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* Setyp mesh vertices colors
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@ -13774,7 +13774,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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}.bind(this),
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}.bind(this),
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[]
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[]
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);
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);
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geometry.addAttribute('color', new THREE.BufferAttribute(colors, 3, true));
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geometry.addAttribute('color', new THREE.Float32BufferAttribute(colors, 3, true));
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/**
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/**
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* Setup face UVs
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* Setup face UVs
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@ -13793,7 +13793,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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},
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},
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[]
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[]
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);
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);
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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geometry.addAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
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var normals = this.faces.reduce(
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var normals = this.faces.reduce(
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function(result, face) {
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function(result, face) {
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@ -13818,7 +13818,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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[]
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[]
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);
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);
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geometry.addAttribute('normal', new THREE.BufferAttribute( normals, 3 ));
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geometry.addAttribute('normal', new THREE.Float32BufferAttribute( normals, 3 ));
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geometry.computeVertexNormals();
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geometry.computeVertexNormals();
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@ -272,7 +272,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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geometry = new THREE.BufferGeometry();
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geometry = new THREE.BufferGeometry();
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geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
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geometry.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
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/**
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/**
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* Setyp mesh vertices colors
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* Setyp mesh vertices colors
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@ -293,7 +293,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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}.bind(this),
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}.bind(this),
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[]
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[]
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);
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);
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geometry.addAttribute('color', new THREE.BufferAttribute(colors, 3, true));
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geometry.addAttribute('color', new THREE.Float32BufferAttribute(colors, 3, true));
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/**
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/**
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* Setup face UVs
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* Setup face UVs
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@ -312,7 +312,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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},
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},
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[]
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[]
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);
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);
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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geometry.addAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));
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var normals = this.faces.reduce(
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var normals = this.faces.reduce(
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function(result, face) {
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function(result, face) {
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@ -337,7 +337,7 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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[]
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[]
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);
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);
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geometry.addAttribute('normal', new THREE.BufferAttribute( normals, 3 ));
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geometry.addAttribute('normal', new THREE.Float32BufferAttribute( normals, 3 ));
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geometry.computeVertexNormals();
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geometry.computeVertexNormals();
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