Touch the field.
Follow the official XR marching-cubes loop: controller pivots become
normalized field points, selectstart deposits more points, and
reset() → addBall() → update()
rebuilds one organic surface.
Preparing WebGLRenderer, MarchingCubes field, controller pivots, and XR session entry point...
- mode
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- controllers
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- selecting
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- points
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- resolution
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- vertices
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- updates
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- events
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- draws
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- frames
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Connect a virtual controller, selectstart to deposit a trail of field points, then selectend to stop adding points.
The log records controller lifecycle and field-rebuild actions.
new MarchingCubes(resolution, material, ...)allocate fieldreset()clear scalar fieldaddBall(x, y, z, strength, subtract)deposit metaballupdate()polygonize surfacecount / geometry.drawRangeread generated verticesController world positions are transformed into the normalized field domain before each ball is added. The desktop trail is bounded so repeated testing cannot grow without limit.
Desktop simulation verifies controller-to-field mapping and dynamic geometry; physical controller pose, XR frame timing, and device performance still require a headset.
This study follows the official WebGLRenderer example. Use the XR button for a real session; desktop controller paths are explicitly simulated.