feat: initialize project with core dependencies and game entry point
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109
node_modules/three/examples/jsm/helpers/OctreeHelper.js
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109
node_modules/three/examples/jsm/helpers/OctreeHelper.js
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import {
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LineSegments,
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BufferGeometry,
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Float32BufferAttribute,
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LineBasicMaterial
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} from 'three';
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/**
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* A helper for visualizing an Octree.
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*
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* ```js
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* const helper = new OctreeHelper( octree );
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* scene.add( helper );
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* ```
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*
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* @augments LineSegments
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* @three_import import { OctreeHelper } from 'three/addons/helpers/OctreeHelper.js';
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*/
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class OctreeHelper extends LineSegments {
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/**
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* Constructs a new Octree helper.
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*
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* @param {Octree} octree - The octree to visualize.
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* @param {number|Color|string} [color=0xffff00] - The helper's color.
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*/
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constructor( octree, color = 0xffff00 ) {
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super( new BufferGeometry(), new LineBasicMaterial( { color: color, toneMapped: false } ) );
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/**
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* The octree to visualize.
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*
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* @type {Octree}
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*/
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this.octree = octree;
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/**
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* The helper's color.
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*
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* @type {number|Color|string}
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*/
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this.color = color;
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this.type = 'OctreeHelper';
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this.update();
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}
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/**
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* Updates the helper. This method must be called whenever the Octree's
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* structure is changed.
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*/
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update() {
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const vertices = [];
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function traverse( tree ) {
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for ( let i = 0; i < tree.length; i ++ ) {
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const min = tree[ i ].box.min;
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const max = tree[ i ].box.max;
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vertices.push( max.x, max.y, max.z ); vertices.push( min.x, max.y, max.z ); // 0, 1
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vertices.push( min.x, max.y, max.z ); vertices.push( min.x, min.y, max.z ); // 1, 2
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vertices.push( min.x, min.y, max.z ); vertices.push( max.x, min.y, max.z ); // 2, 3
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vertices.push( max.x, min.y, max.z ); vertices.push( max.x, max.y, max.z ); // 3, 0
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vertices.push( max.x, max.y, min.z ); vertices.push( min.x, max.y, min.z ); // 4, 5
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vertices.push( min.x, max.y, min.z ); vertices.push( min.x, min.y, min.z ); // 5, 6
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vertices.push( min.x, min.y, min.z ); vertices.push( max.x, min.y, min.z ); // 6, 7
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vertices.push( max.x, min.y, min.z ); vertices.push( max.x, max.y, min.z ); // 7, 4
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vertices.push( max.x, max.y, max.z ); vertices.push( max.x, max.y, min.z ); // 0, 4
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vertices.push( min.x, max.y, max.z ); vertices.push( min.x, max.y, min.z ); // 1, 5
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vertices.push( min.x, min.y, max.z ); vertices.push( min.x, min.y, min.z ); // 2, 6
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vertices.push( max.x, min.y, max.z ); vertices.push( max.x, min.y, min.z ); // 3, 7
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traverse( tree[ i ].subTrees );
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}
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}
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traverse( this.octree.subTrees );
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this.geometry.dispose();
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this.geometry = new BufferGeometry();
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this.geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever this instance is no longer used in your app.
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*/
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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}
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export { OctreeHelper };
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