Changed Vector3D to _x, _y, _z properties with getters
parent
998abea367
commit
e2a146af4e
111
csg.js
111
csg.js
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@ -530,7 +530,6 @@ CSG.prototype = {
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// returns true if there is a possibility that the two solids overlap
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// returns false if we can be sure that they do not overlap
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mayOverlap: function(csg) {
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return true;
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if( (this.polygons.length == 0) || (csg.polygons.length == 0) )
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{
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return false;
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@ -679,16 +678,16 @@ CSG.prototype = {
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var verticesArrayIndex = 0;
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vertices.map(function(v){
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var pos = v.pos;
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vertexData[verticesArrayIndex++] = pos.x;
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vertexData[verticesArrayIndex++] = pos.y;
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vertexData[verticesArrayIndex++] = pos.z;
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vertexData[verticesArrayIndex++] = pos._x;
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vertexData[verticesArrayIndex++] = pos._y;
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vertexData[verticesArrayIndex++] = pos._z;
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});
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var planesArrayIndex = 0;
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planes.map(function(p){
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var normal = p.normal;
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planeData[planesArrayIndex++] = normal.x;
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planeData[planesArrayIndex++] = normal.y;
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planeData[planesArrayIndex++] = normal.z;
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planeData[planesArrayIndex++] = normal._x;
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planeData[planesArrayIndex++] = normal._y;
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planeData[planesArrayIndex++] = normal._z;
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planeData[planesArrayIndex++] = p.w;
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});
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var result = {
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@ -1132,15 +1131,11 @@ CSG.roundedCube = function(options) {
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// new CSG.Vector3D({ x: 1, y: 2, z: 3 });
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CSG.Vector3D = function(x, y, z) {
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var value = []; //new Float64Array(3);
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if (arguments.length == 3)
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{
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// this.x = Number(x);
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// this.y = Number(y);
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// this.z = Number(z);
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value[0] = x;
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value[1] = y;
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value[2] = z;
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this._x = x;
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this._y = y;
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this._z = z;
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}
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else
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{
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@ -1151,28 +1146,30 @@ CSG.Vector3D = function(x, y, z) {
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{
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if(x instanceof CSG.Vector3D)
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{
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value = x.value;
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this._x = x._x;
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this._y = x._y;
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this._z = x._z;
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}
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else if(x instanceof Array)
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{
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value[0] = x[0];
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value[1] = x[1];
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value[2] = x[2];
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this._x = x[0];
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this._y = x[1];
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this._z = x[2];
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}
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else if( ('x' in x) && ('y' in x) && ('z' in x) )
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{
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value[0] = x.x;
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value[1] = x.y;
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value[2] = x.z;
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this._x = x.x;
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this._y = x.y;
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this._z = x.z;
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}
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else ok = false;
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}
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else
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{
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var v = Number(x);
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value[0] = v;
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value[1] = v;
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value[2] = v;
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this._x = v;
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this._y = v;
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this._z = v;
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}
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}
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else ok = false;
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@ -1181,18 +1178,17 @@ CSG.Vector3D = function(x, y, z) {
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throw new Error("wrong arguments");
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}
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}
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this.value = value;
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};
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CSG.Vector3D.prototype = {
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get x() {
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return this.value[0];
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return this._x;
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},
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get y() {
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return this.value[1];
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return this._y;
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},
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get z() {
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return this.value[2];
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return this._z;
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},
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set x(v) {
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@ -1210,31 +1206,31 @@ CSG.Vector3D.prototype = {
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},
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negated: function() {
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return new CSG.Vector3D(-this.value[0], -this.value[1], -this.value[2]);
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return new CSG.Vector3D(-this._x, -this._y, -this._z);
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},
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abs: function() {
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return new CSG.Vector3D(Math.abs(this.value[0]), Math.abs(this.value[1]), Math.abs(this.value[2]));
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return new CSG.Vector3D(Math.abs(this._x), Math.abs(this._y), Math.abs(this._z));
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},
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plus: function(a) {
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return new CSG.Vector3D(this.value[0] + a.value[0], this.value[1] + a.value[1], this.value[2] + a.value[2]);
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return new CSG.Vector3D(this._x + a._x, this._y + a._y, this._z + a._z);
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},
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minus: function(a) {
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return new CSG.Vector3D(this.value[0] - a.value[0], this.value[1] - a.value[1], this.value[2] - a.value[2]);
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return new CSG.Vector3D(this._x - a._x, this._y - a._y, this._z - a._z);
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},
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times: function(a) {
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return new CSG.Vector3D(this.value[0] * a, this.value[1] * a, this.value[2] * a);
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return new CSG.Vector3D(this._x * a, this._y * a, this._z * a);
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},
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dividedBy: function(a) {
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return new CSG.Vector3D(this.value[0] / a, this.value[1] / a, this.value[2] / a);
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return new CSG.Vector3D(this._x / a, this._y / a, this._z / a);
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},
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dot: function(a) {
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return this.value[0] * a.value[0] + this.value[1] * a.value[1] + this.value[2] * a.value[2];
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return this._x * a._x + this._y * a._y + this._z * a._z;
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},
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lerp: function(a, t) {
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@ -1255,9 +1251,9 @@ CSG.Vector3D.prototype = {
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cross: function(a) {
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return new CSG.Vector3D(
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this.value[1] * a.value[2] - this.value[2] * a.value[1],
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this.value[2] * a.value[0] - this.value[0] * a.value[2],
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this.value[0] * a.value[1] - this.value[1] * a.value[0]
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this._y * a._z - this._z * a._y,
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this._z * a._x - this._x * a._z,
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this._x * a._y - this._y * a._x
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);
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},
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@ -1270,7 +1266,7 @@ CSG.Vector3D.prototype = {
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},
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equals: function(a) {
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return (this.value[0] == a.value[0]) && (this.value[1] == a.value[1]) && (this.value[2] == a.value[2]);
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return (this._x == a._x) && (this._y == a._y) && (this._z == a._z);
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},
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// Right multiply by a 4x4 matrix (the vector is interpreted as a row vector)
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@ -1284,21 +1280,21 @@ CSG.Vector3D.prototype = {
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},
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toStlString: function() {
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return this.value[0]+" "+this.value[1]+" "+this.value[2];
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return this._x+" "+this._y+" "+this._z;
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},
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toString: function() {
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return "("+this.value[0]+", "+this.value[1]+", "+this.value[2]+")";
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return "("+this._x+", "+this._y+", "+this._z+")";
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},
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// find a vector that is somewhat perpendicular to this one
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randomNonParallelVector: function() {
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var abs = this.abs();
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if( (abs.value[0] <= abs.value[1]) && (abs.value[0] <= abs.value[2]) )
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if( (abs._x <= abs._y) && (abs._x <= abs._z) )
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{
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return new CSG.Vector3D(1,0,0);
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}
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else if( (abs.value[1] <= abs.value[0]) && (abs.value[1] <= abs.value[2]) )
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else if( (abs._y <= abs._x) && (abs._y <= abs._z) )
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{
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return new CSG.Vector3D(0,1,0);
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}
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@ -1310,17 +1306,17 @@ CSG.Vector3D.prototype = {
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min: function(p) {
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return new CSG.Vector3D(
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Math.min(this.value[0], p.value[0]),
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Math.min(this.value[1], p.value[1]),
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Math.min(this.value[2], p.value[2])
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Math.min(this._x, p._x),
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Math.min(this._y, p._y),
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Math.min(this._z, p._z)
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);
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},
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max: function(p) {
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return new CSG.Vector3D(
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Math.max(this.value[0], p.value[0]),
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Math.max(this.value[1], p.value[1]),
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Math.max(this.value[2], p.value[2])
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Math.max(this._x, p._x),
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Math.max(this._y, p._y),
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Math.max(this._z, p._z)
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);
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},
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};
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@ -2071,7 +2067,6 @@ CSG.PolygonTreeNode.prototype = {
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var planenormal = plane.normal;
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var spherecenter = bound[0];
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var d = planenormal.dot(spherecenter) - plane.w;
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// var d = planenormal.x*spherecenter.x + planenormal.y*spherecenter.y + planenormal.z*spherecenter.z - plane.w;
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if(d > sphereradius)
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{
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frontnodes.push(this);
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@ -2432,9 +2427,9 @@ CSG.Matrix4x4.prototype = {
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// (result = M*v)
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// Fourth element is taken as 1
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rightMultiply1x3Vector: function(v) {
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var v0 = v.x;
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var v1 = v.y;
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var v2 = v.z;
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var v0 = v._x;
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var v1 = v._y;
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var v2 = v._z;
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var v3 = 1;
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var x = v0*this.elements[0] + v1*this.elements[1] + v2*this.elements[2] + v3*this.elements[3];
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var y = v0*this.elements[4] + v1*this.elements[5] + v2*this.elements[6] + v3*this.elements[7];
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@ -2455,9 +2450,9 @@ CSG.Matrix4x4.prototype = {
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// (result = v*M)
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// Fourth element is taken as 1
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leftMultiply1x3Vector: function(v) {
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var v0 = v.x;
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var v1 = v.y;
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var v2 = v.z;
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var v0 = v._x;
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var v1 = v._y;
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var v2 = v._z;
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var v3 = 1;
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var x = v0*this.elements[0] + v1*this.elements[4] + v2*this.elements[8] + v3*this.elements[12];
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var y = v0*this.elements[1] + v1*this.elements[5] + v2*this.elements[9] + v3*this.elements[13];
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@ -3690,7 +3685,7 @@ CSG.fuzzyCSGFactory.prototype = {
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},
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getVertex: function(sourcevertex) {
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var elements = [sourcevertex.pos.x, sourcevertex.pos.y, sourcevertex.pos.z];
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var elements = [sourcevertex.pos._x, sourcevertex.pos._y, sourcevertex.pos._z];
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var result = this.vertexfactory.lookupOrCreate(elements, function(els) {
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return sourcevertex;
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});
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@ -3698,7 +3693,7 @@ CSG.fuzzyCSGFactory.prototype = {
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},
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getPlane: function(sourceplane) {
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var elements = [sourceplane.normal.x, sourceplane.normal.y, sourceplane.normal.z, sourceplane.w];
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var elements = [sourceplane.normal._x, sourceplane.normal._y, sourceplane.normal._z, sourceplane.w];
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var result = this.planefactory.lookupOrCreate(elements, function(els) {
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return sourceplane;
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});
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