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Fix threejs tests
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@ -8375,9 +8375,9 @@ var container, stats;
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var item = table[ i ];
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var object = new THREE.Object3D();
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object.position.x = ( item[ 3 ] * 160 ) - 1540;
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object.position.y = - ( item[ 4 ] * 200 ) + 1100;
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var object2 = new THREE.Object3D();
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object2.position.x = ( item[ 3 ] * 160 ) - 1540;
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object2.position.y = - ( item[ 4 ] * 200 ) + 1100;
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targets.table.push( object );
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@ -8392,17 +8392,17 @@ var container, stats;
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var phi = Math.acos( -1 + ( 2 * i ) / l );
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var theta = Math.sqrt( l * Math.PI ) * phi;
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var object = new THREE.Object3D();
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var object3 = new THREE.Object3D();
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object.position.x = 1000 * Math.cos( theta ) * Math.sin( phi );
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object.position.y = 1000 * Math.sin( theta ) * Math.sin( phi );
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object.position.z = 1000 * Math.cos( phi );
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object3.position.x = 1000 * Math.cos( theta ) * Math.sin( phi );
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object3.position.y = 1000 * Math.sin( theta ) * Math.sin( phi );
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object3.position.z = 1000 * Math.cos( phi );
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vector.copy( object.position ).multiplyScalar( 2 );
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vector.copy( object3.position ).multiplyScalar( 2 );
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object.lookAt( vector );
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object3.lookAt( vector );
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targets.sphere.push( object );
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targets.sphere.push( object3 );
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}
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@ -8414,19 +8414,19 @@ var container, stats;
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var phi = i * 0.175 + Math.PI;
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var object = new THREE.Object3D();
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var object4 = new THREE.Object3D();
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object.position.x = 1100 * Math.sin( phi );
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object.position.y = - ( i * 8 ) + 450;
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object.position.z = 1100 * Math.cos( phi );
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object4.position.x = 1100 * Math.sin( phi );
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object4.position.y = - ( i * 8 ) + 450;
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object4.position.z = 1100 * Math.cos( phi );
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vector.copy( object.position );
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vector.copy( object4.position );
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vector.x *= 2;
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vector.z *= 2;
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object.lookAt( vector );
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object4.lookAt( vector );
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targets.helix.push( object );
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targets.helix.push( object4 );
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}
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@ -8434,13 +8434,13 @@ var container, stats;
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for ( var i = 0; i < objects.length; i ++ ) {
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var object = new THREE.Object3D();
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var object5 = new THREE.Object3D();
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object.position.x = ( ( i % 5 ) * 400 ) - 800;
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object.position.y = ( - ( Math.floor( i / 5 ) % 5 ) * 400 ) + 800;
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object.position.z = ( Math.floor( i / 25 ) ) * 1000 - 2000;
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object5.position.x = ( ( i % 5 ) * 400 ) - 800;
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object5.position.y = ( - ( Math.floor( i / 5 ) % 5 ) * 400 ) + 800;
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object5.position.z = ( Math.floor( i / 25 ) ) * 1000 - 2000;
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targets.grid.push( object );
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targets.grid.push( object5 );
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}
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