- npm updates
- filtering via ShaderMaterial
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4be927b82b
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1398
package-lock.json
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1398
package-lock.json
generated
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@ -15,8 +15,10 @@ export class Selection {
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vertices;
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touchMeshes; displayMeshes; meshGeometries; selectables;
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faces;
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map;
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constructor(low, high) {
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constructor(low, high, map) {
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this.map = map;
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this.limitLow = low;
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this.limitHigh = high;
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this.limit = {
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@ -122,7 +124,22 @@ export class Selection {
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setUniforms() {
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let unif = uniforms.clipping;
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unif.clippingLow.value.copy(this.limitLow);
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unif.clippingHigh.value.copy(this.limitHigh);
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unif.clippingHigh.value.copy(this.limitHigh);
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// let test = this.map.layers[20];
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if ( this.map.layers){
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for (const [key, layer] of Object.entries(this.map.layers)) {
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if (layer.uniforms) {
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layer.uniforms.clipping.clippingLow.value.copy(this.limitLow);
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layer.uniforms.clipping.clippingHigh.value.copy(this.limitHigh);
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}
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}
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}
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}
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setValue(axis, value) {
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@ -11,6 +11,14 @@ let capMaterial = new ShaderMaterial({
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fragmentShader: shader.fragment
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});
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let frontStencilMaterial = new ShaderMaterial( {
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uniforms: uniforms.clipping,
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vertexShader: shader.vertexClipping,
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fragmentShader: shader.fragmentClippingFront,
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// colorWrite: false,
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// depthWrite: false,
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} );
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let BoxBackFace = new MeshBasicMaterial({ color: 0xEEDDCC, transparent: true });
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let BoxWireframe = new LineBasicMaterial({ color: 0x000000, linewidth: 2 });
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// yellow select color
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@ -24,6 +32,7 @@ let Invisible = new ShaderMaterial({
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export {
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capMaterial,
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frontStencilMaterial,
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BoxBackFace,
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BoxWireframe,
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BoxWireActive,
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@ -13,6 +13,25 @@ let shader = {
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\
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}',
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vertexClipping: '\
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uniform vec3 color;\
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uniform vec3 clippingLow;\
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uniform vec3 clippingHigh;\
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\
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varying vec3 pixelNormal;\
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varying vec4 worldPosition;\
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varying vec3 camPosition;\
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\
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void main() {\
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\
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pixelNormal = normal;\
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worldPosition = modelMatrix * vec4( position, 1.0 );\
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camPosition = cameraPosition;\
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\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\
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\
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}',
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fragment: '\
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uniform vec3 color;\
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varying vec3 pixelNormal;\
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@ -29,6 +48,43 @@ let shader = {
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\
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}',
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fragmentClippingFront: '\
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uniform vec3 color;\
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uniform vec3 clippingLow;\
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uniform vec3 clippingHigh;\
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\
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varying vec3 pixelNormal;\
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varying vec4 worldPosition;\
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varying vec3 camPosition;\
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\
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void main( void ) {\
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\
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float shade = (\
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3.0 * pow ( abs ( pixelNormal.y ), 2.0 )\
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+ 2.0 * pow ( abs ( pixelNormal.z ), 2.0 )\
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+ 1.0 * pow ( abs ( pixelNormal.x ), 2.0 )\
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) / 3.0;\
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\
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if (\
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worldPosition.x < clippingLow.x && camPosition.x < clippingLow.x\
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|| worldPosition.x > clippingHigh.x && camPosition.x > clippingHigh.x\
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|| worldPosition.y < clippingLow.y && camPosition.y < clippingLow.y\
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|| worldPosition.y > clippingHigh.y && camPosition.y > clippingHigh.y\
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|| worldPosition.z < clippingLow.z && camPosition.z < clippingLow.z\
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|| worldPosition.z > clippingHigh.z && camPosition.z > clippingHigh.z\
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) {\
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\
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discard;\
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\
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} else {\
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\
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gl_FragColor = vec4( color * shade, 1.0 );\
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\
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}\
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\
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}',
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invisibleVertexShader: '\
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void main() {\
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\
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@ -8,6 +8,11 @@ import { Layer } from './Layer';
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import { BitStream } from '../lib/bitstream';
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import { Plane } from 'three/src/math/Plane';
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import { Vector3 } from 'three/src/math/Vector3';
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import * as material from '../clip/material';
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import { ShaderMaterial } from 'three/src/materials/ShaderMaterial';
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import { uniforms } from "../clip/uniforms";
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import { shader } from '../clip/shader';
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import { Color } from 'three/src/math/Color';
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const POINTURL = 'https://geusegdi01.geus.dk/geom3d/data/nodes/';
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const EDGEURL = 'https://geusegdi01.geus.dk/geom3d/data/triangles/';
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@ -85,16 +90,33 @@ class TinLayer extends Layer {
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this.yLocalPlane = new Plane(new Vector3(0, 1, 0), this._map.y.max);
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let color = parseInt(this.color, 16);
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this.material = new MeshStandardMaterial({
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color: color,
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metalness: 0.1,
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roughness: 0.75,
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flatShading: true,
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side: DoubleSide,
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clippingPlanes: [this.xLocalPlane, this.yLocalPlane],
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clipIntersection: false,
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clipShadows: true,
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});
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// this.material = new MeshStandardMaterial({
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// color: color,
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// metalness: 0.1,
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// roughness: 0.75,
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// flatShading: true,
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// side: DoubleSide,
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// clippingPlanes: [this.xLocalPlane, this.yLocalPlane],
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// clipIntersection: false,
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// clipShadows: true,
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// });
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// this.materialsArray.push(this.material);
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let uniforms = this.uniforms = {
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clipping: {
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color: { type: "c", value: new Color(color) },
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clippingLow: { type: "v3", value: new Vector3(0, 0, 0) },
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clippingHigh: { type: "v3", value: new Vector3(0, 0, 0) }
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}
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};
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this.material = new ShaderMaterial( {
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uniforms: uniforms.clipping,
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vertexShader: shader.vertexClipping,
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fragmentShader: shader.fragmentClippingFront,
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// colorWrite: false,
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// depthWrite: false,
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} );
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this.materialsArray.push(this.material);
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let mesh = this.mainMesh = new Mesh(geometry, this.material);
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// mesh.userData.layerId = this.index;
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@ -168,18 +168,28 @@ class Application {
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// create map
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// let map = this.map = new Map(x, y, z, size, center, this.camera, this.scene, this.container, 'https://geusegdi01.geus.dk/meta3d/rpc/model_meta?modelid=20');
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this.selection = new Selection(
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// new Vector3(-7, -14, -14),
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// new Vector3(14, 9, 3)
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new Vector3(x.min, y.min, z.min),
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new Vector3(x.max, y.max, z.max)
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);
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new Picking(size, center, this);
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// this.selection = new Selection(
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// // new Vector3(-7, -14, -14),
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// // new Vector3(14, 9, 3)
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// new Vector3(x.min, y.min, z.min),
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// new Vector3(x.max, y.max, z.max)
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// );
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// new Picking(size, center, this);
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let map = this.map = await Map.build(x, y, z, center, this.camera, this.scene, this.container, 'https://geusegdi01.geus.dk/meta3d/rpc/model_meta_all?modelid=20');
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this.mapTitle = document.querySelector('#map-title');
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this.mapTitle.innerHTML += map.title;
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this.selection = new Selection(
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// new Vector3(-7, -14, -14),
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// new Vector3(14, 9, 3)
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new Vector3(x.min, y.min, z.min),
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new Vector3(x.max, y.max, z.max),
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map
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);
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new Picking(size, center, this);
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// let boxLayer = new BoxLayer({
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// width: 10000, height: 10000, depth: 10000, name: 'center-box', color: 800080 , center: center
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// });
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@ -251,6 +261,7 @@ class Application {
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this.capsScene.add(this.selection.boxMesh);
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this.scene.add(this.selection.displayMeshes);
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this.scene.add(this.selection.touchMeshes);
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this.selection.setUniforms();
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// domEvent.on(window, 'resize', this.onWindowResize, this);
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// domEvent.on(window, 'keydown', this.keydown, this);
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