A lot of stuff, I'm completely lost 😢
This commit is contained in:
+17
-2
@@ -251,12 +251,27 @@ Lib.durationBetweenCoins = function(exp) {
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};
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Lib.toLaTeXMatrix = function(mat) {
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var str = 'x,y,r\n';
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var str = 'x,y,r,g\n';
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var colSums = [];
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for (var i = 0; i < mat.length; i++) {
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colSums[i] = 0;
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for (var j = 0; j < mat[i].length; j++) {
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colSums[i] += mat[i][j];
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}
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}
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for (var i = 0; i < mat.length; i++) {
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for (var j = 0; j < mat[i].length; j++) {
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str += i + ',' + j + ',' + mat[i][j] + '\n';
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str += i + ',' + j + ',' + mat[i][j] + ',' + (mat[i][j] > colSums[i] / 3 ? '1' : '0' ) + ' \n';
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}
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// str += i === mat.length - 1 ? '' : '\n';
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@@ -49,7 +49,8 @@ function main(path) {
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// console.log(lib.toMatlabArray('X', lib.range(0, groups.length)));
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var header =
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'\\begin{axis}[\n'
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'% This file has been automatically generated\n'
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+ '\\begin{axis}[\n'
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+ ' ybar,\n'
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+ ' enlargelimits=0.05,\n'
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+ ' legend style={at={(0.5,-0.15)},\n'
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@@ -61,13 +62,12 @@ function main(path) {
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for (var i = 0; i < groups.length; i++) {
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header += i + (i === groups.length -1 ? '' : ',');
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}
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1,2,3,4,5,6,7,8,9,10
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header += '},\n'
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+ ' xtick=data,\n'
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+ ' nodes near coords,\n'
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+ ' width=32cm,\n'
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+ ' height=10cm,\n'
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+ ' width=60cm,\n'
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+ ' height=20cm,\n'
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+ ' % nodes near coords align5={vertical},\n'
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+ ']\n';
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@@ -42,7 +42,7 @@ function normalize(mat) {
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function main(path) {
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// Generated with ./test.pgsql | tail -n+3 | head -n-2 | cut -d '|' -f 2 | sort -g | tr '\n' ' ' | tr -s ' ' | tr ' ' ','
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var recoExps = [10,27,28,57,68,83,127,129,145,192,205,206,209,210,212,214,236,240,247,259];
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var recoExps = [10,27,28,57,68,83,127,129,145,192,205,206,209,210,212,214,236,240,247,259,270,271,286,302,303];
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var db = lib.loadFromFile(path);
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var mat1 = zeros(12); // Bombomb
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+120
-56
@@ -1,5 +1,6 @@
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"use strict";
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// REQUIRES AND INITS
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let width = Math.floor(1134/10);
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let height = Math.floor(768 /10);
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@@ -17,16 +18,18 @@ let bobomb = new THREE.Object3D();
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let whomp = new THREE.Object3D();
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let mountain = new THREE.Object3D();
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let loader = new L3D.ProgressiveLoader(
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'/static/data/castle/princess peaches castle (outside).obj',
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// '/static/data/bobomb/bobomb battlefeild.obj',
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scene,
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null
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);
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var finished = false;
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let frame = 0;
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let raycaster = new THREE.Raycaster();
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let id = 1;
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main();
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var total = 0;
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let loader, progLoader;
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let id = 56;
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// INIT COLORS
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var colors = [[0,0,0]];
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for (let i = 0; i < 856; i++) {
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@@ -37,6 +40,51 @@ for (let i = 0; i < 856; i++) {
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]);
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}
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var camera; var finished = false;
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var Recommendation = L3D.BaseRecommendation;
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var forceFinished = false;
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main();
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// FUNCTIONS
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function main() {
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let xhr = new XMLHttpRequest();
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xhr.open("GET", "http://localhost:4000/prototype/replay-info/" + id, true);
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xhr.onreadystatechange = function() {
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if (xhr.readyState == 4 && xhr.status == 200) {
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var data = JSON.parse(xhr.responseText);
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console.log('%sceneId = ' + data.sceneInfo.sceneId);
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console.log('%recoStyle = ' + data.sceneInfo.recommendationStyle);
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console.log('%expId = ' + id);
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console.log();
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console.log('M = [');
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camera = new L3D.ReplayCamera(50, width / height, 0.01, 100000, [], data, () => finished = true);
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var path = initElements(camera, data.sceneInfo);
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loader = new L3D.ProgressiveLoader(
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path, new THREE.Object3D(), null
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);
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progLoader = new L3D.ProgressiveLoader(
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path, scene, camera, null, null, true
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);
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loader.load(function(){
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process.stderr.write('Loading complete.\n');
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progLoader.load(function() {
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process.stderr.write("Loading complete\n");
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forceFinished = true;
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});
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init(data);
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});
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}
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};
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xhr.send();
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}
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function testDistance(old, newP) {
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return (
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@@ -45,60 +93,70 @@ function testDistance(old, newP) {
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);
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}
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function main() {
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let xhr = new XMLHttpRequest();
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xhr.open("GET", "http://localhost:4000/prototype/replay-info/" + id, true);
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xhr.onreadystatechange = function() {
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if (xhr.readyState == 4 && xhr.status == 200) {
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loader.load(function(){
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process.stderr.write('Loading complete.\n\n');
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init(JSON.parse(xhr.responseText))
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});
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}
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};
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xhr.send();
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function initElements(camera, sceneInfo) {
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switch (sceneInfo.sceneId) {
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case 1:
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camera.resetElements = L3D.resetPeachElements();
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camera.cameras = L3D.createPeachRecommendations(width, height);
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camera.speed = 0.001;
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return '/static/data/castle/princess peaches castle (outside).obj';
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case 2:
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camera.resetElements = L3D.resetBobombElements();
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camera.cameras = L3D.createBobombRecommendations(width, height);
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camera.speed = 0.005;
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return '/static/data/bobomb/bobomb battlefeild.obj';
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case 3:
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camera.resetElements = L3D.resetMountainElements();
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camera.cameras = L3D.createMountainRecommendations(width, height);
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camera.speed = 0.005;
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return '/static/data/mountain/coocoolmountain.obj';
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case 4:
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camera.resetElements = L3D.resetWhompElements();
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camera.cameras = L3D.createWhompRecommendations(width, height);
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camera.speed = 0.002;
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return '/static/data/whomp/Whomps Fortress.obj';
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default:
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console.err('This sceneId doesn\'t exist');
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process.exit(-1);
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}
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}
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var camera;
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var finished = false;
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function init(data) {
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camera = new L3D.ReplayCamera(50, width / height, 0.01, 100000, [], data, () => finished = true);
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scene.add(camera);
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camera.resetElements = L3D.resetPeachElements();
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camera.reset();
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camera.speed = 0.001;
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camera.start();
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setTimeout(loop, 0);
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}
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function equalFaces(face1, face2) { return face1.a === face2.a && face1.b === face2.b && face1.c === face2.c; };
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function printVector(vec) { console.log(`(${vec.x},${vec.y},${vec.z})`); }
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var finished = false;
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let frame = 0;
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let raycaster = new THREE.Raycaster();
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let old;
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var total = 0;
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function loop() {
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let old;
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old = {
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position: new THREE.Vector3().copy(camera.position),
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target: new THREE.Vector3().copy(camera.target)
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};
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do {
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for (let i = 0; i < 10; i++)
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finished = camera.update(20);
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for (let i = 0; i < 10; i++)
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camera.update(20);
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total++;
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total++;
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console.log(total);
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if (!testDistance(old, camera) && !finished && !forceFinished) {
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process.nextTick(loop);
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finish();
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return;
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}
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} while (!testDistance(old, camera) && !finished);
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camera.look();
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camera.updateMatrixWorld(true);
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@@ -106,11 +164,9 @@ function loop() {
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// printVector(camera.position);
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let buf = [];
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let buf2 = [];
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// let buf2 = [];
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let colorsOccurence = [];
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let max = 0;
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for (let i = 0; i < 256; i++) { colorsOccurence[i] = 0; }
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let score = 0;
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for (let i = 0; i < width; i++) {
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@@ -126,25 +182,28 @@ function loop() {
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raycaster.setFromCamera({x:x, y:y}, camera);
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let intersects = raycaster.intersectObjects(scene.children, true);
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let grey = 0;
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try {
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grey = intersects[0].faceIndex + 1;
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buf[i][j] = grey;
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} catch (e) {
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let intersectsProg = raycaster.intersectObject(progLoader.obj, true);
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let intersects = raycaster.intersectObject(loader.obj, true);
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if (intersectsProg.length === 0 && intersects.length === 0) {
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score++;
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} else if (intersectsProg.length !== intersects.length) {
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// Not good
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} else if (equalFaces(intersectsProg[0].face, intersects[0].face)) {
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score++;
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}
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if (intersectsProg.length > 0) {
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buf[i][j] = intersectsProg[0].faceIndex;
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}
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// if( ++colorsOccurence[grey] > max) {
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// max = colorsOccurence[grey];
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// }
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buf[i][j] = grey;
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}
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}
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score /= width * height;
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// for (let i = 0; i < 255; i++) {
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// colorsOccurence[i+1] += colorsOccurence[i];
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// }
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@@ -173,9 +232,14 @@ function loop() {
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// Write image buffer to disk
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frame++;
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console.log(score);
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process.stderr.write('Frame : ' + frame++ + ', score = ' + score + '\n');
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if (!finished)
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loop();
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if (!finished && !forceFinished)
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setTimeout(loop,50);
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else
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finish();
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}
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function finish() { console.log('];') }
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