three-cad-viewer 4.3.4 → 4.3.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/scene/clipping.d.ts +6 -0
- package/dist/three-cad-viewer.esm.js +20 -5
- package/dist/three-cad-viewer.esm.js.map +1 -1
- package/dist/three-cad-viewer.esm.min.js +1 -1
- package/dist/three-cad-viewer.js +20 -5
- package/dist/three-cad-viewer.min.js +1 -1
- package/package.json +2 -3
- package/src/_version.ts +0 -1
- package/src/camera/camera.ts +0 -445
- package/src/camera/controls/CADOrbitControls.ts +0 -241
- package/src/camera/controls/CADTrackballControls.ts +0 -598
- package/src/camera/controls.ts +0 -380
- package/src/core/patches.ts +0 -16
- package/src/core/studio-manager.ts +0 -652
- package/src/core/types.ts +0 -892
- package/src/core/viewer-state.ts +0 -784
- package/src/core/viewer.ts +0 -4821
- package/src/index.ts +0 -151
- package/src/rendering/environment.ts +0 -840
- package/src/rendering/light-detection.ts +0 -327
- package/src/rendering/material-factory.ts +0 -735
- package/src/rendering/material-presets.ts +0 -289
- package/src/rendering/raycast.ts +0 -291
- package/src/rendering/room-environment.ts +0 -192
- package/src/rendering/studio-composer.ts +0 -577
- package/src/rendering/studio-floor.ts +0 -108
- package/src/rendering/texture-cache.ts +0 -324
- package/src/rendering/tree-model.ts +0 -542
- package/src/rendering/triplanar.ts +0 -329
- package/src/scene/animation.ts +0 -343
- package/src/scene/axes.ts +0 -108
- package/src/scene/bbox.ts +0 -223
- package/src/scene/clipping.ts +0 -640
- package/src/scene/grid.ts +0 -864
- package/src/scene/nestedgroup.ts +0 -1444
- package/src/scene/objectgroup.ts +0 -866
- package/src/scene/orientation.ts +0 -259
- package/src/scene/render-shape.ts +0 -634
- package/src/tools/cad_tools/measure.ts +0 -811
- package/src/tools/cad_tools/select.ts +0 -100
- package/src/tools/cad_tools/tools.ts +0 -231
- package/src/tools/cad_tools/ui.ts +0 -454
- package/src/tools/cad_tools/zebra.ts +0 -369
- package/src/types/html.d.ts +0 -5
- package/src/types/n8ao.d.ts +0 -28
- package/src/types/three-augmentation.d.ts +0 -60
- package/src/ui/display.ts +0 -3295
- package/src/ui/index.html +0 -505
- package/src/ui/info.ts +0 -177
- package/src/ui/slider.ts +0 -206
- package/src/ui/toolbar.ts +0 -347
- package/src/ui/treeview.ts +0 -945
- package/src/utils/decode-instances.ts +0 -233
- package/src/utils/font.ts +0 -60
- package/src/utils/gpu-tracker.ts +0 -265
- package/src/utils/logger.ts +0 -92
- package/src/utils/sizeof.ts +0 -116
- package/src/utils/timer.ts +0 -69
- package/src/utils/utils.ts +0 -446
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/**
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* Clean room environment for Studio mode PMREM generation.
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*
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* Based on Three.js RoomEnvironment (which is based on Google model-viewer's
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* EnvironmentScene), but with the 6 decorative boxes removed and an infinity
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* cove (quarter-cylinder) at all wall-floor junctions for a clean cyclorama.
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*/
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import {
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BackSide,
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BoxGeometry,
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BufferGeometry,
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Float32BufferAttribute,
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Mesh,
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MeshLambertMaterial,
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MeshStandardMaterial,
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PointLight,
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Scene,
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} from "three";
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class CleanRoomEnvironment extends Scene {
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constructor() {
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super();
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this.name = "CleanRoomEnvironment";
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this.position.y = -3.5;
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// Pre-rotate 45° so the cleanest wall/floor edge faces the default camera
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this.rotation.y = (45 * Math.PI) / 180;
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const geometry = new BoxGeometry();
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geometry.deleteAttribute("uv");
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const roomMaterial = new MeshStandardMaterial({ side: BackSide });
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const mainLight = new PointLight(0xffffff, 900, 28, 2);
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mainLight.position.set(0.418, 16.199, 0.3);
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this.add(mainLight);
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const room = new Mesh(geometry, roomMaterial);
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room.position.set(-0.757, 13.219, 0.717);
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room.scale.set(31.713, 28.305, 28.591);
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this.add(room);
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// Infinity cove (quarter-cylinder sweep) at all 4 wall-floor junctions.
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// Eliminates the sharp 90° corner visible in reflections.
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//
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// Room bounds (inner faces of BackSide box):
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const cx = -0.757, cy = 13.219, cz = 0.717;
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const hx = 31.713 / 2, hy = 28.305 / 2, hz = 28.591 / 2;
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const floorY = cy - hy; // ≈ -0.93
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const wallMinX = cx - hx; // ≈ -16.61
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const wallMinZ = cz - hz; // ≈ -13.58
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const R = 6;
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// Single infinity cove on the -z wall (faces default camera after 45° rotation).
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const cove = new Mesh(createCove(hx * 2, R, 12, "-z"), roomMaterial);
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cove.position.set(wallMinX, floorY, wallMinZ + R);
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this.add(cove);
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// Area lights on walls and ceiling
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// -x right
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const light1 = new Mesh(geometry, createAreaLightMaterial(50));
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light1.position.set(-16.116, 14.37, 8.208);
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light1.scale.set(0.1, 2.428, 2.739);
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this.add(light1);
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// -x left
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const light2 = new Mesh(geometry, createAreaLightMaterial(50));
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light2.position.set(-16.109, 18.021, -8.207);
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light2.scale.set(0.1, 2.425, 2.751);
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this.add(light2);
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// +x
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const light3 = new Mesh(geometry, createAreaLightMaterial(17));
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light3.position.set(14.904, 12.198, -1.832);
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light3.scale.set(0.15, 4.265, 6.331);
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this.add(light3);
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// +z
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const light4 = new Mesh(geometry, createAreaLightMaterial(43));
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light4.position.set(-0.462, 8.89, 14.52);
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light4.scale.set(4.38, 5.441, 0.088);
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this.add(light4);
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// -z
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const light5 = new Mesh(geometry, createAreaLightMaterial(20));
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light5.position.set(3.235, 11.486, -12.541);
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light5.scale.set(2.5, 2.0, 0.1);
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this.add(light5);
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// +y (ceiling)
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const light6 = new Mesh(geometry, createAreaLightMaterial(100));
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light6.position.set(0.0, 20.0, 0.0);
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light6.scale.set(1.0, 0.1, 1.0);
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this.add(light6);
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}
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dispose(): void {
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const resources = new Set<{ dispose(): void }>();
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this.traverse((object) => {
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if ("isMesh" in object && object.isMesh) {
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const mesh = object as Mesh;
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resources.add(mesh.geometry);
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if (!Array.isArray(mesh.material)) {
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resources.add(mesh.material);
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}
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}
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});
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for (const resource of resources) {
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resource.dispose();
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}
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}
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}
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/**
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* Quarter-cylinder for infinity cove — no rotation needed.
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*
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* @param length Extrusion length along the wall edge
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* @param radius Cove radius
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* @param segments Arc subdivisions
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* @param wall Which wall: "-x"|"+x"|"-z"|"+z"
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*
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* The arc sweeps from floor-tangent (horizontal) to wall-tangent (vertical).
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* Winding is set so BackSide material renders the concave interior.
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*/
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function createCove(
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length: number, radius: number, segments: number,
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wall: "-x" | "+x" | "-z" | "+z",
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): BufferGeometry {
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const positions: number[] = [];
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const normals: number[] = [];
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const indices: number[] = [];
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// sign: which direction the arc curves toward the wall
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// axis: 0 = arc in XY extruded along Z, 1 = arc in ZY extruded along X
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const axis = wall === "-x" || wall === "+x" ? 0 : 1;
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const sign = wall === "-x" || wall === "-z" ? -1 : 1;
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for (let i = 0; i <= segments; i++) {
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const angle = (i / segments) * Math.PI / 2;
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const h = sign * radius * Math.sin(angle); // horizontal offset toward wall
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const y = radius * (1 - Math.cos(angle)); // vertical offset above floor
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const nh = sign * Math.sin(angle); // normal toward wall
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const ny = -Math.cos(angle); // normal downward
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if (axis === 0) {
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// Arc in XY, extruded along Z (for ±x walls)
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positions.push(h, y, 0);
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normals.push(nh, ny, 0);
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positions.push(h, y, length);
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normals.push(nh, ny, 0);
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} else {
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// Arc in ZY, extruded along X (for ±z walls)
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positions.push(0, y, h);
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normals.push(0, ny, nh);
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positions.push(length, y, h);
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normals.push(0, ny, nh);
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}
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}
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for (let i = 0; i < segments; i++) {
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const a = i * 2;
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const b = a + 1;
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const c = a + 2;
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const d = a + 3;
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// Winding: front face must point toward corner for BackSide to show
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// concave interior. Extruding along X (axis=1) flips the cross product
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// vs extruding along Z (axis=0), so we XOR the conditions.
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const flip = (sign > 0) !== (axis === 1);
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if (flip) {
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indices.push(a, c, b, b, c, d);
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} else {
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indices.push(a, b, c, b, d, c);
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}
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}
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const geom = new BufferGeometry();
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geom.setAttribute("position", new Float32BufferAttribute(positions, 3));
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geom.setAttribute("normal", new Float32BufferAttribute(normals, 3));
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geom.setIndex(indices);
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return geom;
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}
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function createAreaLightMaterial(intensity: number): MeshLambertMaterial {
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return new MeshLambertMaterial({
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color: 0x000000,
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emissive: 0xffffff,
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emissiveIntensity: intensity,
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});
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}
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export { CleanRoomEnvironment };
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