308 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			308 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferGeometry,
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									Color,
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									Float32BufferAttribute,
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									Vector2,
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									Vector3
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								} from 'three';
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								/**
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								 * Break faces with edges longer than maxEdgeLength
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								 */
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								class TessellateModifier {
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									constructor( maxEdgeLength = 0.1, maxIterations = 6 ) {
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										this.maxEdgeLength = maxEdgeLength;
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										this.maxIterations = maxIterations;
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									}
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									modify( geometry ) {
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										if ( geometry.index !== null ) {
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											geometry = geometry.toNonIndexed();
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										}
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										//
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										const maxIterations = this.maxIterations;
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										const maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength;
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										const va = new Vector3();
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										const vb = new Vector3();
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										const vc = new Vector3();
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										const vm = new Vector3();
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										const vs = [ va, vb, vc, vm ];
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										const na = new Vector3();
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										const nb = new Vector3();
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										const nc = new Vector3();
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										const nm = new Vector3();
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										const ns = [ na, nb, nc, nm ];
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										const ca = new Color();
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										const cb = new Color();
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										const cc = new Color();
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										const cm = new Color();
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										const cs = [ ca, cb, cc, cm ];
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										const ua = new Vector2();
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										const ub = new Vector2();
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										const uc = new Vector2();
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										const um = new Vector2();
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										const us = [ ua, ub, uc, um ];
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										const u2a = new Vector2();
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										const u2b = new Vector2();
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										const u2c = new Vector2();
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										const u2m = new Vector2();
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										const u2s = [ u2a, u2b, u2c, u2m ];
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										const attributes = geometry.attributes;
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										const hasNormals = attributes.normal !== undefined;
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										const hasColors = attributes.color !== undefined;
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										const hasUVs = attributes.uv !== undefined;
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										const hasUV1s = attributes.uv1 !== undefined;
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										let positions = attributes.position.array;
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										let normals = hasNormals ? attributes.normal.array : null;
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										let colors = hasColors ? attributes.color.array : null;
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										let uvs = hasUVs ? attributes.uv.array : null;
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										let uv1s = hasUV1s ? attributes.uv1.array : null;
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										let positions2 = positions;
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										let normals2 = normals;
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										let colors2 = colors;
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										let uvs2 = uvs;
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										let uv1s2 = uv1s;
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										let iteration = 0;
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										let tessellating = true;
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										function addTriangle( a, b, c ) {
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											const v1 = vs[ a ];
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											const v2 = vs[ b ];
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											const v3 = vs[ c ];
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											positions2.push( v1.x, v1.y, v1.z );
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											positions2.push( v2.x, v2.y, v2.z );
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											positions2.push( v3.x, v3.y, v3.z );
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											if ( hasNormals ) {
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												const n1 = ns[ a ];
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												const n2 = ns[ b ];
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												const n3 = ns[ c ];
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												normals2.push( n1.x, n1.y, n1.z );
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												normals2.push( n2.x, n2.y, n2.z );
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												normals2.push( n3.x, n3.y, n3.z );
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											}
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											if ( hasColors ) {
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												const c1 = cs[ a ];
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												const c2 = cs[ b ];
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												const c3 = cs[ c ];
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												colors2.push( c1.r, c1.g, c1.b );
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												colors2.push( c2.r, c2.g, c2.b );
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												colors2.push( c3.r, c3.g, c3.b );
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											}
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											if ( hasUVs ) {
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												const u1 = us[ a ];
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												const u2 = us[ b ];
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												const u3 = us[ c ];
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												uvs2.push( u1.x, u1.y );
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												uvs2.push( u2.x, u2.y );
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												uvs2.push( u3.x, u3.y );
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											}
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											if ( hasUV1s ) {
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												const u21 = u2s[ a ];
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												const u22 = u2s[ b ];
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												const u23 = u2s[ c ];
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												uv1s2.push( u21.x, u21.y );
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												uv1s2.push( u22.x, u22.y );
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												uv1s2.push( u23.x, u23.y );
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											}
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										}
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										while ( tessellating && iteration < maxIterations ) {
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											iteration ++;
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											tessellating = false;
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											positions = positions2;
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											positions2 = [];
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											if ( hasNormals ) {
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												normals = normals2;
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												normals2 = [];
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											}
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											if ( hasColors ) {
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												colors = colors2;
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												colors2 = [];
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											}
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											if ( hasUVs ) {
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												uvs = uvs2;
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												uvs2 = [];
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											}
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											if ( hasUV1s ) {
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												uv1s = uv1s2;
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												uv1s2 = [];
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											}
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											for ( let i = 0, i2 = 0, il = positions.length; i < il; i += 9, i2 += 6 ) {
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												va.fromArray( positions, i + 0 );
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												vb.fromArray( positions, i + 3 );
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												vc.fromArray( positions, i + 6 );
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												if ( hasNormals ) {
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													na.fromArray( normals, i + 0 );
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													nb.fromArray( normals, i + 3 );
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													nc.fromArray( normals, i + 6 );
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												}
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												if ( hasColors ) {
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													ca.fromArray( colors, i + 0 );
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													cb.fromArray( colors, i + 3 );
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													cc.fromArray( colors, i + 6 );
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												}
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												if ( hasUVs ) {
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													ua.fromArray( uvs, i2 + 0 );
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													ub.fromArray( uvs, i2 + 2 );
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													uc.fromArray( uvs, i2 + 4 );
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												}
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												if ( hasUV1s ) {
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													u2a.fromArray( uv1s, i2 + 0 );
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													u2b.fromArray( uv1s, i2 + 2 );
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													u2c.fromArray( uv1s, i2 + 4 );
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												}
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												const dab = va.distanceToSquared( vb );
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												const dbc = vb.distanceToSquared( vc );
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												const dac = va.distanceToSquared( vc );
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												if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) {
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													tessellating = true;
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													if ( dab >= dbc && dab >= dac ) {
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														vm.lerpVectors( va, vb, 0.5 );
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														if ( hasNormals ) nm.lerpVectors( na, nb, 0.5 );
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														if ( hasColors ) cm.lerpColors( ca, cb, 0.5 );
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														if ( hasUVs ) um.lerpVectors( ua, ub, 0.5 );
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														if ( hasUV1s ) u2m.lerpVectors( u2a, u2b, 0.5 );
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														addTriangle( 0, 3, 2 );
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														addTriangle( 3, 1, 2 );
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													} else if ( dbc >= dab && dbc >= dac ) {
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														vm.lerpVectors( vb, vc, 0.5 );
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														if ( hasNormals ) nm.lerpVectors( nb, nc, 0.5 );
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														if ( hasColors ) cm.lerpColors( cb, cc, 0.5 );
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														if ( hasUVs ) um.lerpVectors( ub, uc, 0.5 );
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														if ( hasUV1s ) u2m.lerpVectors( u2b, u2c, 0.5 );
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														addTriangle( 0, 1, 3 );
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														addTriangle( 3, 2, 0 );
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													} else {
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														vm.lerpVectors( va, vc, 0.5 );
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														if ( hasNormals ) nm.lerpVectors( na, nc, 0.5 );
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														if ( hasColors ) cm.lerpColors( ca, cc, 0.5 );
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														if ( hasUVs ) um.lerpVectors( ua, uc, 0.5 );
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														if ( hasUV1s ) u2m.lerpVectors( u2a, u2c, 0.5 );
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														addTriangle( 0, 1, 3 );
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														addTriangle( 3, 1, 2 );
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													}
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												} else {
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													addTriangle( 0, 1, 2 );
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												}
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											}
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										}
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										const geometry2 = new BufferGeometry();
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										geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( hasNormals ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry2.setAttribute( 'normal', new Float32BufferAttribute( normals2, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( hasColors ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry2.setAttribute( 'color', new Float32BufferAttribute( colors2, 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( hasUVs ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry2.setAttribute( 'uv', new Float32BufferAttribute( uvs2, 2 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( hasUV1s ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											geometry2.setAttribute( 'uv1', new Float32BufferAttribute( uv1s2, 2 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return geometry2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { TessellateModifier };
							 |