Update app.py
Browse files
app.py
CHANGED
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@@ -673,22 +673,27 @@ async(c, o, p, d, n, m)=>{
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{
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resolution: 16,
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size: 512,
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autoPlay:
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}, BABYLON.Engine.LastCreatedScene
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);
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/*
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var q = BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-2]._children;
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for (i = 0; i < q.length; i++) {
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let mesh = q[i];
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mesh.dispose(false, true);
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}
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].scaling.z = -1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].alphaIndex = 1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].visibility = 0.9999;
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window.md = false;
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window.r_old = 1.0;
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@@ -935,14 +940,14 @@ window.snapshot = snapshot;
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uvScale,
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forceUpdate
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) {
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if (!mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.
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let normals = [];
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BABYLON.VertexData.ComputeNormals(positions, mesh.getIndices(), normals, {useRightHandedSystem: true});
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mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
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//return mesh;
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}
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const positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
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const normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
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@@ -981,6 +986,13 @@ window.snapshot = snapshot;
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}
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mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
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return mesh;
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}
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window.applyDisplacementMapFromBuffer = applyDisplacementMapFromBuffer;
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{
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resolution: 16,
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size: 512,
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autoPlay: true
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}, BABYLON.Engine.LastCreatedScene
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);
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var q = BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-2]._children;
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for (i = 0; i < q.length; i++) {
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let mesh = q[i];
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mesh.dispose(false, true);
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}
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].scaling.z = -1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.diffuseTexture.hasAlpha = true;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.useAlphaFromDiffuseTexture = true;
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//BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.emissiveTexture = videoDome.videoTexture;
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//BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.emissiveTexture.hasAlpha = true;
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//BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].material.useAlphaFromEmissiveTexture = true;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].alphaIndex = 1;
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BABYLON.Engine.LastCreatedScene.meshes[BABYLON.Engine.LastCreatedScene.meshes.length-1].visibility = 0.9999;
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+
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window.lat = coords[0].lat;
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window.lng = coords[0].lng;
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window.heading = coords[0].heading;
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window.pitch = coords[0].pitch;
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window.md = false;
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window.r_old = 1.0;
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uvScale,
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forceUpdate
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) {
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if (!mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
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alert("Cannot call applyDisplacementMap: Given mesh is not complete. Position or UV are missing");
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return mesh;
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}
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let positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
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let normals = [];
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BABYLON.VertexData.ComputeNormals(positions, mesh.getIndices(), normals, {useRightHandedSystem: true});
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mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
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const positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
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const normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
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}
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mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
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+
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mesh.rotationQuaternion = null;
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mesh.position.z = lat;
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mesh.position.x = lng;
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mesh.rotation.y = heading / 180 * Math.PI;
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mesh.rotation.z = -pitch / 180 * Math.PI;
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return mesh;
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}
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window.applyDisplacementMapFromBuffer = applyDisplacementMapFromBuffer;
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