var objects = [];
var scene = new THREE.Scene();
var width = window.innerWidth;
var height = window.innerHeight * .75;
var camera = new THREE.PerspectiveCamera( 35, width/height, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( width, height );
renderer.setClearColor( 0xcccccc, 1 );
document.body.appendChild( renderer.domElement );
scene.add(camera);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.screenSpacePanning = true;
setToFullOrbit(controls)
camera.position.copy(new THREE.Vector3(fti(5), fti(5), fti(5)) );
// fix first frame render issue going invisible
camera.lookAt(new THREE.Vector3(0,0,0));
var axisHelper = new THREE.AxisHelper();
scene.add(axisHelper);
var grid = new THREE.GridHelper(fti(12), 12);
scene.add(grid);
var div; // for html contents
// represents a single board
class Board {
constructor(points){
this.points = points;
// untrimmed board, ray cast agains the mesh to know if inside board or not
this.mesh = createShape(this.points);
// once the board is trimmed, recreate the trimmed mesh and store it here
this.trimmedLine = null;
this.trimmedMesh = null;
// the board-line (ray cast against the board lines to know if intersects);
this.line = createLine(points, 0x0000ff);
}
hide(){
this.mesh.visible = false;
this.line.visible = false;
}
show(){
this.mesh.visible = true;
this.line.visible = true;
}
trim(shapeLine){
var raycaster = new THREE.Raycaster();
var shapeLinePoints = [];
shapeLine.geometry.vertices.forEach(v => {
shapeLinePoints.push(v.clone());
});
var poly = [...shapeLinePoints];
shapeLinePoints.pop(); // shapeLine has one extra point at the end to close the line
// create spheres at shapeLinePoints
for(var i=0; i<shapeLinePoints.length; i++){
createSphereAtPosition(.1, shapeLinePoints[i], 0xff0000);
}
var hitPoints = [];
// raycast to perform...
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