feat: initialize project with core dependencies and game entry point
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298
node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js
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298
node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js
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import {
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Box3,
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Float32BufferAttribute,
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InstancedBufferGeometry,
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InstancedInterleavedBuffer,
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InterleavedBufferAttribute,
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Sphere,
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Vector3,
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WireframeGeometry
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} from 'three';
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const _box = new Box3();
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const _vector = new Vector3();
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/**
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* A series of vertex pairs, forming line segments.
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*
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* This is used in {@link LineSegments2} to describe the shape.
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*
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* @augments InstancedBufferGeometry
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* @three_import import { LineSegmentsGeometry } from 'three/addons/lines/LineSegmentsGeometry.js';
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*/
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class LineSegmentsGeometry extends InstancedBufferGeometry {
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/**
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* Constructs a new line segments geometry.
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*/
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constructor() {
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super();
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isLineSegmentsGeometry = true;
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this.type = 'LineSegmentsGeometry';
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const positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];
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const uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];
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const index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];
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this.setIndex( index );
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this.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
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this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
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}
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/**
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* Applies the given 4x4 transformation matrix to the geometry.
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*
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* @param {Matrix4} matrix - The matrix to apply.
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* @return {LineSegmentsGeometry} A reference to this instance.
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*/
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applyMatrix4( matrix ) {
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const start = this.attributes.instanceStart;
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const end = this.attributes.instanceEnd;
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if ( start !== undefined ) {
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start.applyMatrix4( matrix );
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end.applyMatrix4( matrix );
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start.needsUpdate = true;
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}
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if ( this.boundingBox !== null ) {
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this.computeBoundingBox();
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}
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if ( this.boundingSphere !== null ) {
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this.computeBoundingSphere();
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}
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return this;
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}
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/**
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* Sets the given line positions for this geometry. The length must be a multiple of six since
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* each line segment is defined by a start end vertex in the pattern `(xyz xyz)`.
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*
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* @param {Float32Array|Array<number>} array - The position data to set.
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* @return {LineSegmentsGeometry} A reference to this geometry.
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*/
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setPositions( array ) {
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let lineSegments;
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if ( array instanceof Float32Array ) {
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lineSegments = array;
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} else if ( Array.isArray( array ) ) {
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lineSegments = new Float32Array( array );
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}
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const instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz
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this.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz
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this.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz
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this.instanceCount = this.attributes.instanceStart.count;
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//
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this.computeBoundingBox();
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this.computeBoundingSphere();
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return this;
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}
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/**
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* Sets the given line colors for this geometry. The length must be a multiple of six since
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* each line segment is defined by a start end color in the pattern `(rgb rgb)`.
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*
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* @param {Float32Array|Array<number>} array - The position data to set.
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* @return {LineSegmentsGeometry} A reference to this geometry.
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*/
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setColors( array ) {
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let colors;
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if ( array instanceof Float32Array ) {
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colors = array;
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} else if ( Array.isArray( array ) ) {
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colors = new Float32Array( array );
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}
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const instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb
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this.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb
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this.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb
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return this;
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}
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/**
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* Setups this line segments geometry from the given wireframe geometry.
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*
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* @param {WireframeGeometry} geometry - The geometry that should be used as a data source for this geometry.
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* @return {LineSegmentsGeometry} A reference to this geometry.
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*/
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fromWireframeGeometry( geometry ) {
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this.setPositions( geometry.attributes.position.array );
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return this;
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}
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/**
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* Setups this line segments geometry from the given edges geometry.
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*
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* @param {EdgesGeometry} geometry - The geometry that should be used as a data source for this geometry.
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* @return {LineSegmentsGeometry} A reference to this geometry.
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*/
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fromEdgesGeometry( geometry ) {
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this.setPositions( geometry.attributes.position.array );
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return this;
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}
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/**
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* Setups this line segments geometry from the given mesh.
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*
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* @param {Mesh} mesh - The mesh geometry that should be used as a data source for this geometry.
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* @return {LineSegmentsGeometry} A reference to this geometry.
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*/
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fromMesh( mesh ) {
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this.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );
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// set colors, maybe
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return this;
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}
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/**
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* Setups this line segments geometry from the given line segments.
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*
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* @param {LineSegments} lineSegments - The line segments that should be used as a data source for this geometry.
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* Assumes the source geometry is not using indices.
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* @return {LineSegmentsGeometry} A reference to this geometry.
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*/
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fromLineSegments( lineSegments ) {
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const geometry = lineSegments.geometry;
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this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
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// set colors, maybe
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return this;
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}
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computeBoundingBox() {
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if ( this.boundingBox === null ) {
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this.boundingBox = new Box3();
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}
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const start = this.attributes.instanceStart;
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const end = this.attributes.instanceEnd;
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if ( start !== undefined && end !== undefined ) {
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this.boundingBox.setFromBufferAttribute( start );
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_box.setFromBufferAttribute( end );
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this.boundingBox.union( _box );
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}
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}
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computeBoundingSphere() {
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if ( this.boundingSphere === null ) {
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this.boundingSphere = new Sphere();
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}
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if ( this.boundingBox === null ) {
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this.computeBoundingBox();
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}
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const start = this.attributes.instanceStart;
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const end = this.attributes.instanceEnd;
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if ( start !== undefined && end !== undefined ) {
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const center = this.boundingSphere.center;
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this.boundingBox.getCenter( center );
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let maxRadiusSq = 0;
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for ( let i = 0, il = start.count; i < il; i ++ ) {
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_vector.fromBufferAttribute( start, i );
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maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
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_vector.fromBufferAttribute( end, i );
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maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
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}
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this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
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if ( isNaN( this.boundingSphere.radius ) ) {
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console.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );
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}
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}
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}
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toJSON() {
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// todo
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}
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}
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export { LineSegmentsGeometry };
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