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@@ -45,7 +45,7 @@
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var group;
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var container, stats;
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- var particlesData = [];
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+ var particlesData = [];
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var camera, scene, renderer;
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var positions,colors;
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var pointCloud;
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@@ -53,7 +53,7 @@
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var linesMesh;
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var maxParticleCount = 1000;
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- var particleCount = 500;
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+ var particleCount = 500;
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var r = 800;
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var rHalf = r / 2;
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@@ -73,14 +73,16 @@
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var gui = new dat.GUI();
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- gui.add( effectController, "showDots" ).onChange( function(value) {pointCloud.visible = value;} );
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- gui.add( effectController, "showLines" ).onChange( function(value) {linesMesh.visible = value; } );
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+ gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
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+ gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
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gui.add( effectController, "minDistance", 10, 300 );
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gui.add( effectController, "limitConnections" );
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- gui.add( effectController, "maxConnections", 0, 30,1 );
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- gui.add( effectController, "particleCount", 0, maxParticleCount,1 ).onChange(function(value) {
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- particleCount = parseInt(value);
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- particles.drawcalls[0].count = particleCount;
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+ gui.add( effectController, "maxConnections", 0, 30, 1 );
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+ gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
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+
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+ particleCount = parseInt( value );
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+ particles.drawcalls[ 0 ].count = particleCount;
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+
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});
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}
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@@ -101,84 +103,80 @@
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controls.addEventListener( 'change', render );
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scene = new THREE.Scene();
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-
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+
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geometry = new THREE.BufferGeometry();
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var material = new THREE.LineBasicMaterial({ vertexColors: THREE.VertexColors });
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- var segments = maxParticleCount * maxParticleCount;
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+ var segments = maxParticleCount * maxParticleCount;
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positions = new Float32Array( segments * 3 );
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colors = new Float32Array( segments * 3 );
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- var pMaterial = new THREE.PointCloudMaterial({
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- color: 0xFFFFFF,
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- size: 3,
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- blending: THREE.AdditiveBlending,
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- transparent: true,
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- sizeAttenuation: false
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- });
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+ var pMaterial = new THREE.PointCloudMaterial({
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+ color: 0xFFFFFF,
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+ size: 3,
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+ blending: THREE.AdditiveBlending,
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+ transparent: true,
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+ sizeAttenuation: false
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+ });
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- //particles = new THREE.Geometry();
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particles = new THREE.BufferGeometry();
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particlePositions = new Float32Array( maxParticleCount * 3 );
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- for ( var i = 0; i < maxParticleCount; i++ ) {
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+ for ( var i = 0; i < maxParticleCount; i++ ) {
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var x = Math.random() * r - r / 2;
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var y = Math.random() * r - r / 2;
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var z = Math.random() * r - r / 2;
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- particlePositions[ i * 3 ] = x;
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+ particlePositions[ i * 3 ] = x;
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particlePositions[ i * 3 + 1 ] = y;
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particlePositions[ i * 3 + 2 ] = z;
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- // add it to the geometry
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- particlesData.push({
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- velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
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- numConnections: 0
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- });
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+ // add it to the geometry
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+ particlesData.push({
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+ velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2, -1 + Math.random() * 2 ),
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+ numConnections: 0
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+ });
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- }
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+ }
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- particles.drawcalls.push( {
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- start: 0,
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- count: particleCount,
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- index: 0
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- } );
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+ particles.drawcalls.push( {
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+ start: 0,
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+ count: particleCount,
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+ index: 0
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+ } );
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particles.addAttribute( 'position', new THREE.BufferAttribute( particlePositions, 3 ) );
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// create the particle system
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- pointCloud = new THREE.PointCloud(
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- particles,
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- pMaterial);
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-
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+ pointCloud = new THREE.PointCloud( particles, pMaterial );
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- group = new THREE.Object3D();
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+ group = new THREE.Object3D();
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- // add it to the scene
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- group.add(pointCloud);
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+ // add it to the scene
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+ group.add( pointCloud );
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geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
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geometry.computeBoundingSphere();
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- geometry.drawcalls.push( {
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- start: 0,
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- count: 0,
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- index: 0
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- } );
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+ geometry.drawcalls.push( {
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+ start: 0,
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+ count: 0,
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+ index: 0
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+ } );
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linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
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group.add( linesMesh );
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- scene.add(group);
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+ scene.add( group );
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//
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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- renderer.setPixelRatio( window.devicePixelRatio )
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+ renderer.setPixelRatio( window.devicePixelRatio )
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.gammaInput = true;
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@@ -206,86 +204,82 @@
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}
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- //
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- var numConnected;
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-
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function animate() {
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- var vertexpos=0;
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- var colorpos=0;
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- numConnected = 0;
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+ var vertexpos = 0;
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+ var colorpos = 0;
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+ var numConnected = 0;
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- for ( var i = 0; i < particleCount; i++ )
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- particlesData[ i ].numConnections = 0;
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+ for ( var i = 0; i < particleCount; i++ )
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+ particlesData[ i ].numConnections = 0;
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- for ( var i = 0; i < particleCount; i++ ) {
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+ for ( var i = 0; i < particleCount; i++ ) {
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- // get the particle
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- var particleData = particlesData[i];
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+ // get the particle
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+ var particleData = particlesData[i];
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particlePositions[ i * 3 ] += particleData.velocity.x;
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particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
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particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
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- if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
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- particleData.velocity.y = -particleData.velocity.y;
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+ if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
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+ particleData.velocity.y = -particleData.velocity.y;
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- if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
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- particleData.velocity.x = -particleData.velocity.x;
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+ if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
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+ particleData.velocity.x = -particleData.velocity.x;
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- if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
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- particleData.velocity.z = -particleData.velocity.z;
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+ if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
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+ particleData.velocity.z = -particleData.velocity.z;
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- if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
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- continue;
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+ if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
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+ continue;
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- // Check collision
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- for ( var j = i + 1; j < particleCount; j++ ) {
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+ // Check collision
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+ for ( var j = i + 1; j < particleCount; j++ ) {
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- var particleDataB = particlesData[ j ];
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- if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
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- continue;
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+ var particleDataB = particlesData[ j ];
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+ if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
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+ continue;
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var dx = particlePositions[ i * 3 ] - particlePositions[ j * 3 ];
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var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
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var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
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var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
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- if ( dist < effectController.minDistance ) {
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-
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+ if ( dist < effectController.minDistance ) {
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+
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particleData.numConnections++;
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particleDataB.numConnections++;
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- var alpha = 1.0 - dist / effectController.minDistance + 0.2;
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+ var alpha = 1.0 - dist / effectController.minDistance + 0.2;
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- positions[ vertexpos++ ] = particlePositions[ i * 3 ];
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- positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
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- positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
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+ positions[ vertexpos++ ] = particlePositions[ i * 3 ];
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+ positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
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+ positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
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- positions[ vertexpos++ ] = particlePositions[ j * 3 ];
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- positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
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- positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
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-
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+ positions[ vertexpos++ ] = particlePositions[ j * 3 ];
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+ positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
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+ positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
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- colors[ colorpos++ ] = alpha;
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- colors[ colorpos++ ] = alpha;
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- colors[ colorpos++ ] = alpha;
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+ colors[ colorpos++ ] = alpha;
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+ colors[ colorpos++ ] = alpha;
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+ colors[ colorpos++ ] = alpha;
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- colors[ colorpos++ ] = alpha;
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- colors[ colorpos++ ] = alpha;
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- colors[ colorpos++ ] = alpha;
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+ colors[ colorpos++ ] = alpha;
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+ colors[ colorpos++ ] = alpha;
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+ colors[ colorpos++ ] = alpha;
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- numConnected++;
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- }
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- }
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- }
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+ numConnected++;
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+ }
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+ }
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+ }
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- linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
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- linesMesh.geometry.attributes.position.needsUpdate = true;
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- linesMesh.geometry.attributes.color.needsUpdate = true;
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+ linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
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+ linesMesh.geometry.attributes.position.needsUpdate = true;
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+ linesMesh.geometry.attributes.color.needsUpdate = true;
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- pointCloud.geometry.attributes.position.needsUpdate = true;
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+ pointCloud.geometry.attributes.position.needsUpdate = true;
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requestAnimationFrame( animate );
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@@ -304,6 +298,5 @@
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}
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</script>
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-
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</body>
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-</html>
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+</html>
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