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Add variadic material for propagation animation
This commit is contained in:
parent
c6f7972b99
commit
e9b694334b
47
animate.go
47
animate.go
@ -1,19 +1,15 @@
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package main
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import (
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"fmt"
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"time"
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"github.com/gopherjs/gopherjs/js"
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"github.com/gopherjs/vecty"
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"github.com/status-im/simulation/propagation"
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)
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// TODO(divan): move this as variables to the frontend
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const (
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BlinkDecay = 100 * time.Millisecond // time for highlighted node/link to be active
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AnimationSlowdown = 1 // slowdown factor for propagation animation
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FPS = 60 // default FPS
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FPS = 60 // default FPS
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)
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// animate fires up as an requestAnimationFrame handler.
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@ -68,47 +64,6 @@ func (w *WebGLScene) ToggleWobbling() {
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w.wobble = !w.wobble
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}
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// BlinkNode animates a single node blinking. Node specified by its idx.
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func (w *WebGLScene) BlinkNode(id int) {
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node := w.nodes[id]
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node.Set("material", BlinkedNodeMaterial)
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restore := func() { node.Object.Set("material", DefaultNodeMaterial) }
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time.AfterFunc(BlinkDecay, restore)
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}
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// BlinkEdge animates a single edge blinking. Edge specified by its idx.
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func (w *WebGLScene) BlinkEdge(id int) {
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edge := w.lines[id]
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edge.Set("material", BlinkedEdgeMaterial)
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restore := func() { edge.Object.Set("material", DefaultEdgeMaterial) }
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time.AfterFunc(BlinkDecay, restore)
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}
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// AnimatePropagation visualizes propagation of message based on plog.
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func (w *WebGLScene) AnimatePropagation(plog *propagation.Log) {
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fmt.Println("Animating plog")
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w.rt.Disable()
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for i, ts := range plog.Timestamps {
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duration := time.Duration(time.Duration(ts) * time.Millisecond)
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duration = duration * AnimationSlowdown
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nodes := plog.Nodes[i]
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edges := plog.Links[i]
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fn := func() {
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// blink nodes for this timestamp
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for _, idx := range nodes {
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w.BlinkNode(idx)
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}
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// blink links for this timestamp
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for _, idx := range edges {
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w.BlinkEdge(idx)
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}
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}
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time.AfterFunc(duration, fn)
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}
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}
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// MouseMoveListener implements listener for mousemove events.
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// We use it for disabling render throttling, as mousemove events
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// correlates with user moving inside of the WebGL canvas. We
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95
animate_propagation.go
Normal file
95
animate_propagation.go
Normal file
@ -0,0 +1,95 @@
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package main
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import (
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"fmt"
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"time"
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"github.com/divan/three"
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"github.com/status-im/simulation/propagation"
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)
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const (
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BlinkDecay = 200 * time.Millisecond // time for highlighted node/link to be active
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AnimationSlowdown = 1 // slowdown factor for propagation animation
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)
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var (
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BlinkedEdgeMaterials = NewBlinkedEdgeMaterials()
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BlinkedNodeMaterials = NewBlinkedNodeMaterials()
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)
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// AnimatePropagation visualizes propagation of message based on plog.
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func (w *WebGLScene) AnimatePropagation(plog *propagation.Log) {
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fmt.Println("Animating plog")
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w.rt.Disable()
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maxTs := plog.Timestamps[len(plog.Timestamps)-1]
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for i, ts := range plog.Timestamps {
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duration := time.Duration(time.Duration(ts) * time.Millisecond)
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duration = duration * AnimationSlowdown
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percentage := (ts * 100) / maxTs // % of plog
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if percentage > 99 {
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percentage = 99
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}
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nodes := plog.Nodes[i]
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edges := plog.Links[i]
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fn := func() {
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// blink nodes for this timestamp
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for _, idx := range nodes {
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w.BlinkNode(idx, percentage)
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}
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// blink links for this timestamp
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for _, idx := range edges {
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w.BlinkEdge(idx, percentage)
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}
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}
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go time.AfterFunc(duration, fn)
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w.rt.Disable() // prevent thorttler from enabling during long animations
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}
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}
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// BlinkNode animates a single node blinking. Node specified by its idx.
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func (w *WebGLScene) BlinkNode(id, percentage int) {
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node := w.nodes[id]
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node.Set("material", BlinkedNodeMaterials[percentage/10]) // choose material depending on percentage of propagation
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restore := func() { node.Object.Set("material", DefaultNodeMaterial) }
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go time.AfterFunc(BlinkDecay, restore)
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}
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// BlinkEdge animates a single edge blinking. Edge specified by its idx.
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func (w *WebGLScene) BlinkEdge(id, percentage int) {
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edge := w.lines[id]
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edge.Set("material", BlinkedEdgeMaterials[percentage/10]) // choose material depending on percentage of propagation
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restore := func() { edge.Object.Set("material", DefaultEdgeMaterial) }
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go time.AfterFunc(BlinkDecay, restore)
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}
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// NewBlinkedEdgeMaterials creates a new default material for the graph blinked edge lines.
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func NewBlinkedEdgeMaterials() []three.Material {
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params := three.NewMaterialParameters()
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params.Color = three.NewColorRGB(255, 0, 0)
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params.Transparent = true
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ret := make([]three.Material, 0, 10)
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for i := 0; i < 10; i++ {
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params.Opacity = float64(1 - (float64(i) * 0.05)) // 1, 0.95, 0.90, 0.85...
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ret = append(ret, three.NewLineBasicMaterial(params))
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}
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return ret
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}
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// NewBlinkedNodeMaterials creates a new default material for the graph blinked node.
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func NewBlinkedNodeMaterials() []three.Material {
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params := three.NewMaterialParameters()
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params.Color = three.NewColorRGB(255, 0, 0) // red
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params.Transparent = true
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ret := make([]three.Material, 0, 10)
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for i := 0; i < 10; i++ {
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params.Opacity = float64(1 - (float64(i) * 0.05)) // 1, 0.95, 0.90, 0.85...
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ret = append(ret, three.NewMeshPhongMaterial(params))
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}
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return ret
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}
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26
material.go
26
material.go
@ -4,15 +4,11 @@ import "github.com/divan/three"
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var (
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DefaultNodeMaterial = NewNodeMaterial()
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BlinkedNodeMaterial = NewBlinkedNodeMaterial()
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TransparentNodeMaterial = NewTransparentNodeMaterial()
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DefaultEdgeMaterial = NewEdgeMaterial()
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BlinkedEdgeMaterial = NewBlinkedEdgeMaterial()
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)
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const (
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DefaultTransparency = 0.9
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)
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const DefaultTransparency = 0.9
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// NewNodeMaterial creates a new default material for the graph node.
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func NewNodeMaterial() three.Material {
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@ -23,21 +19,12 @@ func NewNodeMaterial() three.Material {
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return three.NewMeshPhongMaterial(params)
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}
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// NewBlinkedNodeMaterial creates a new default material for the graph blinked node.
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func NewBlinkedNodeMaterial() three.Material {
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params := three.NewMaterialParameters()
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params.Color = three.NewColorRGB(255, 0, 0) // red
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params.Transparent = true
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params.Opacity = DefaultTransparency
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return three.NewMeshPhongMaterial(params)
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}
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// NewTransparentNodeMaterial creates a new transparent material for the graph normal node.
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func NewTransparentNodeMaterial() three.Material {
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params := three.NewMaterialParameters()
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params.Color = three.NewColorRGB(0, 255, 0)
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params.Transparent = true
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params.Opacity = 0.5
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params.Opacity = 0.7
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return three.NewMeshPhongMaterial(params)
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}
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@ -49,12 +36,3 @@ func NewEdgeMaterial() three.Material {
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params.Opacity = 0.7
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return three.NewLineBasicMaterial(params)
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}
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// NewBlinkedEdgeMaterial creates a new default material for the graph blinked edge lines.
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func NewBlinkedEdgeMaterial() three.Material {
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params := three.NewMaterialParameters()
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params.Color = three.NewColorRGB(255, 0, 0)
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params.Transparent = true
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params.Opacity = DefaultTransparency
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return three.NewLineBasicMaterial(params)
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}
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