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https://github.com/Azgaar/Fantasy-Map-Generator.git
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3d view system upgrade.
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parent
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commit
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4 changed files with 159 additions and 21 deletions
118
modules/ui/3d.js
118
modules/ui/3d.js
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@ -5,14 +5,17 @@ window.ThreeD = (function () {
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scale: 50,
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lightness: 0.7,
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shadow: 0.5,
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sun: {x: 100, y: 600, z: 1000},
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sun: {x: 300, y: 1500, z: 800},
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rotateMesh: 0,
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rotateGlobe: 0.5,
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skyColor: "#9ecef5",
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waterColor: "#466eab",
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extendedWater: 0,
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labels3d: 0,
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resolution: 2
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wireframe: 0,
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resolution: 2,
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resolutionScale: 3,
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sunColor: "#ffffff"
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};
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// set variables
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@ -100,6 +103,18 @@ window.ThreeD = (function () {
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redraw();
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};
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const setSunColor = function(color){
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options.sunColor = color;
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spotLight.color = new THREE.Color(color);
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render();
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}
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const setResolutionScale = function (scale) {
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options.resolutionScale = scale;
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console.log("New res:",scale);
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redraw();
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};
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const setLightness = function (intensity) {
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options.lightness = intensity;
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ambientLight.intensity = intensity;
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@ -148,6 +163,11 @@ window.ThreeD = (function () {
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}
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};
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const toggleWireframe = function () {
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options.wireframe = !options.wireframe;
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redraw();
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};
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const setColors = function (sky, water) {
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options.skyColor = sky;
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scene.background = scene.fog.color = new THREE.Color(sky);
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@ -189,16 +209,20 @@ window.ThreeD = (function () {
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// light
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ambientLight = new THREE.AmbientLight(0xcccccc, options.lightness);
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scene.add(ambientLight);
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spotLight = new THREE.SpotLight(0xcccccc, 0.8, 2000, 0.8, 0, 0);
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spotLight = new THREE.SpotLight(options.sunColor, 0.8, 2000, 0.8, 0, 0);
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spotLight.position.set(options.sun.x, options.sun.y, options.sun.z);
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spotLight.castShadow = true;
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//maybe add a option for this. But changing the option will require to reinstance the spotLight.
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spotLight.shadow.mapSize.width = 2048;
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spotLight.shadow.mapSize.height = 2048;
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scene.add(spotLight);
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//scene.add(new THREE.SpotLightHelper(spotLight));
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// Rendered
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// Renderer
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Renderer = new THREE.WebGLRenderer({canvas, antialias: true, preserveDrawingBuffer: true});
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Renderer.setSize(canvas.width, canvas.height);
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Renderer.shadowMap.enabled = true;
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Renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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if (options.extendedWater) extendWater(graphWidth, graphHeight);
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createMesh(graphWidth, graphHeight, grid.cellsX, grid.cellsY);
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@ -223,7 +247,7 @@ window.ThreeD = (function () {
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function textureToSprite(texture, width, height) {
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const map = new THREE.TextureLoader().load(texture);
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map.anisotropy = Renderer.getMaxAnisotropy();
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map.anisotropy = Renderer.capabilities.getMaxAnisotropy();
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const material = new THREE.SpriteMaterial({map});
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const sprite = new THREE.Sprite(material);
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@ -295,8 +319,13 @@ window.ThreeD = (function () {
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line: 5 - towns.attr("data-size") / 2
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};
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//Look for a custom model for city and town geometry. If not found use these.
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//Maybe serialize the models to the .map file.
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const city_icon_material = new THREE.MeshPhongMaterial({color: cityOptions.iconColor});
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city_icon_material.wireframe = options.wireframe;
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const town_icon_material = new THREE.MeshPhongMaterial({color: townOptions.iconColor});
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town_icon_material.wireframe = options.wireframe;
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const city_icon_geometry = new THREE.CylinderGeometry(cityOptions.iconSize * 2, cityOptions.iconSize * 2, cityOptions.iconSize, 16, 1);
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const town_icon_geometry = new THREE.CylinderGeometry(townOptions.iconSize * 2, townOptions.iconSize * 2, townOptions.iconSize, 16, 1);
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const line_material = new THREE.LineBasicMaterial({color: cityOptions.iconColor});
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@ -387,24 +416,76 @@ window.ThreeD = (function () {
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lines = [];
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}
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async function createMeshTextureUrl(){
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return new Promise(async (resolve, reject)=>{
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const mapOptions = {
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noLabels: options.labels3d,
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noWater: options.extendedWater,
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fullMap: true,
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for3D: true
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};
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let sizeOfSkin = 512;
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switch(options.resolutionScale){
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case 1:
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sizeOfSkin = 512;
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break;
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case 2:
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sizeOfSkin = 1024;
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break;
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case 3:
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sizeOfSkin = 2048;
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break;
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case 4:
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sizeOfSkin = 4096;
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break;
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case 5:
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sizeOfSkin = 8192;
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break;
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}
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const url = await getMapURL("mesh",mapOptions);
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const canvas = document.createElement("canvas");
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const ctx = canvas.getContext("2d");
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canvas.width = sizeOfSkin;
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canvas.height = sizeOfSkin;
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const img = new Image();
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img.src = url;
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img.onload = function(){
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ctx.drawImage(img,0,0,canvas.width,canvas.height);
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canvas.toBlob((blob)=>{
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const blobObj = window.URL.createObjectURL(blob)
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window.setTimeout(()=>{
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canvas.remove();
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window.URL.revokeObjectURL(blobObj);
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}, 100);
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resolve(blobObj);
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})
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}
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})
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}
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// create a mesh from pixel data
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async function createMesh(width, height, segmentsX, segmentsY) {
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const mapOptions = {
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noLabels: options.labels3d,
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noWater: options.extendedWater,
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fullMap: true
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};
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const url = await getMapURL("mesh", mapOptions);
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window.setTimeout(() => window.URL.revokeObjectURL(url), 5000);
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if (texture) texture.dispose();
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texture = new THREE.TextureLoader().load(url, render);
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if(!options.wireframe){
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//Try loading skin texture.
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texture = new THREE.TextureLoader().load(await createMeshTextureUrl(), render);
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texture.needsUpdate = true;
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}
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if (material) material.dispose();
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material = new THREE.MeshLambertMaterial();
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material.map = texture;
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material.transparent = true;
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if(options.wireframe){
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material = new THREE.MeshLambertMaterial();
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material.wireframe = true;
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}else{
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material = new THREE.MeshStandardMaterial();
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material.map = texture;
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material.roughness = 0.9;
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material.transparent = true;
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}
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if (geometry) geometry.dispose();
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geometry = new THREE.PlaneGeometry(width, height, segmentsX - 1, segmentsY - 1);
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@ -449,7 +530,7 @@ window.ThreeD = (function () {
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noWater: options.extendedWater,
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fullMap: true
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};
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const url = await getMapURL("mesh", mapOptions);
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const url = await createMeshTextureUrl();
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window.setTimeout(() => window.URL.revokeObjectURL(url), 4000);
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texture = new THREE.TextureLoader().load(url, render);
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material.map = texture;
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@ -609,11 +690,14 @@ window.ThreeD = (function () {
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update,
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stop,
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options,
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setSunColor,
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setScale,
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setResolutionScale,
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setLightness,
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setSun,
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setRotation,
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toggleLabels,
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toggleWireframe,
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toggleSky,
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setResolution,
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setColors,
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