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THREE.MeshLine.js
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;(function() {
'use strict'
var root = this
var has_require = typeof require !== 'undefined'
var THREE = root.THREE || (has_require && require('three'))
if (!THREE) throw new Error('MeshLine requires three.js')
class MeshLine extends THREE.BufferGeometry {
constructor()
{
super();
this.isMeshLine = true;
this.type = 'MeshLine'
this.positions = []
this.previous = []
this.next = []
this.side = []
this.width = []
this.indices_array = []
this.uvs = []
this.counters = []
this._points = []
this._geom = null
this.widthCallback = null
// Used to raycast
this.matrixWorld = new THREE.Matrix4()
Object.defineProperties(this, {
// this is now a bufferGeometry
// add getter to support previous api
geometry: {
enumerable: true,
get: function() {
return this
},
},
geom: {
enumerable: true,
get: function() {
return this._geom
},
set: function(value) {
this.setGeometry(value, this.widthCallback)
},
},
// for declaritive architectures
// to return the same value that sets the points
// eg. this.points = points
// console.log(this.points) -> points
points: {
enumerable: true,
get: function() {
return this._points
},
set: function(value) {
this.setPoints(value, this.widthCallback)
},
},
})
}
}
MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
this.matrixWorld = matrixWorld
}
// setting via a geometry is rather superfluous
// as you're creating a unecessary geometry just to throw away
// but exists to support previous api
MeshLine.prototype.setGeometry = function(g, c) {
// as the input geometry are mutated we store them
// for later retreival when necessary (declaritive architectures)
this._geometry = g;
this.setPoints(g.getAttribute("position").array, c);
}
MeshLine.prototype.setPoints = function(points, wcb) {
if (!(points instanceof Float32Array) && !(points instanceof Array)) {
console.error(
"ERROR: The BufferArray of points is not instancied correctly."
);
return;
}
// as the points are mutated we store them
// for later retreival when necessary (declaritive architectures)
this._points = points;
this.widthCallback = wcb;
this.positions = [];
this.counters = [];
if (points.length && points[0] instanceof THREE.Vector3) {
// could transform Vector3 array into the array used below
// but this approach will only loop through the array once
// and is more performant
for (var j = 0; j < points.length; j++) {
var p = points[j];
var c = j / points.length;
this.positions.push(p.x, p.y, p.z);
this.positions.push(p.x, p.y, p.z);
this.counters.push(c);
this.counters.push(c);
}
} else {
for (var j = 0; j < points.length; j += 3) {
var c = j / points.length;
this.positions.push(points[j], points[j + 1], points[j + 2]);
this.positions.push(points[j], points[j + 1], points[j + 2]);
this.counters.push(c);
this.counters.push(c);
}
}
this.process();
}
function MeshLineRaycast(raycaster, intersects) {
var inverseMatrix = new THREE.Matrix4()
var ray = new THREE.Ray()
var sphere = new THREE.Sphere()
var interRay = new THREE.Vector3()
var geometry = this.geometry
// Checking boundingSphere distance to ray
if (!geometry.boundingSphere) geometry.computeBoundingSphere()
sphere.copy(geometry.boundingSphere)
sphere.applyMatrix4(this.matrixWorld)
if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
return
}
inverseMatrix.copy( this.matrixWorld ).invert();
ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)
var vStart = new THREE.Vector3()
var vEnd = new THREE.Vector3()
var interSegment = new THREE.Vector3()
var step = this instanceof THREE.LineSegments ? 2 : 1
var index = geometry.index
var attributes = geometry.attributes
if (index !== null) {
var indices = index.array
var positions = attributes.position.array
var widths = attributes.width.array
for (var i = 0, l = indices.length - 1; i < l; i += step) {
var a = indices[i]
var b = indices[i + 1]
vStart.fromArray(positions, a * 3)
vEnd.fromArray(positions, b * 3)
var width = widths[Math.floor(i / 3)] !== undefined ? widths[Math.floor(i / 3)] : 1
var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
var precisionSq = precision * precision
var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment)
if (distSq > precisionSq) continue
interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation
var distance = raycaster.ray.origin.distanceTo(interRay)
if (distance < raycaster.near || distance > raycaster.far) continue
intersects.push({
distance: distance,
// What do we want? intersection point on the ray or on the segment??
// point: raycaster.ray.at( distance ),
point: interSegment.clone().applyMatrix4(this.matrixWorld),
index: i,
face: null,
faceIndex: null,
object: this,
})
// make event only fire once
i = l
}
}
}
MeshLine.prototype.raycast = MeshLineRaycast
MeshLine.prototype.compareV3 = function(a, b) {
var aa = a * 6
var ab = b * 6
return (
this.positions[aa] === this.positions[ab] &&
this.positions[aa + 1] === this.positions[ab + 1] &&
this.positions[aa + 2] === this.positions[ab + 2]
)
}
MeshLine.prototype.copyV3 = function(a) {
var aa = a * 6
return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]]
}
MeshLine.prototype.process = function() {
var l = this.positions.length / 6
this.previous = []
this.next = []
this.side = []
this.width = []
this.indices_array = []
this.uvs = []
var w
var v
// initial previous points
if (this.compareV3(0, l - 1)) {
v = this.copyV3(l - 2)
} else {
v = this.copyV3(0)
}
this.previous.push(v[0], v[1], v[2])
this.previous.push(v[0], v[1], v[2])
for (var j = 0; j < l; j++) {
// sides
this.side.push(1)
this.side.push(-1)
// widths
if (this.widthCallback) w = this.widthCallback(j / (l - 1))
else w = 1
this.width.push(w)
this.width.push(w)
// uvs
this.uvs.push(j / (l - 1), 0)
this.uvs.push(j / (l - 1), 1)
if (j < l - 1) {
// points previous to poisitions
v = this.copyV3(j)
this.previous.push(v[0], v[1], v[2])
this.previous.push(v[0], v[1], v[2])
// indices
var n = j * 2
this.indices_array.push(n, n + 1, n + 2)
this.indices_array.push(n + 2, n + 1, n + 3)
}
if (j > 0) {
// points after poisitions
v = this.copyV3(j)
this.next.push(v[0], v[1], v[2])
this.next.push(v[0], v[1], v[2])
}
}
// last next point
if (this.compareV3(l - 1, 0)) {
v = this.copyV3(1)
} else {
v = this.copyV3(l - 1)
}
this.next.push(v[0], v[1], v[2])
this.next.push(v[0], v[1], v[2])
// redefining the attribute seems to prevent range errors
// if the user sets a differing number of vertices
if (!this._attributes || this._attributes.position.count !== this.positions.length) {
this._attributes = {
position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),
previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),
next: new THREE.BufferAttribute(new Float32Array(this.next), 3),
side: new THREE.BufferAttribute(new Float32Array(this.side), 1),
width: new THREE.BufferAttribute(new Float32Array(this.width), 1),
uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),
index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),
counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1),
}
} else {
this._attributes.position.copyArray(new Float32Array(this.positions))
this._attributes.position.needsUpdate = true
this._attributes.previous.copyArray(new Float32Array(this.previous))
this._attributes.previous.needsUpdate = true
this._attributes.next.copyArray(new Float32Array(this.next))
this._attributes.next.needsUpdate = true
this._attributes.side.copyArray(new Float32Array(this.side))
this._attributes.side.needsUpdate = true
this._attributes.width.copyArray(new Float32Array(this.width))
this._attributes.width.needsUpdate = true
this._attributes.uv.copyArray(new Float32Array(this.uvs))
this._attributes.uv.needsUpdate = true
this._attributes.index.copyArray(new Uint16Array(this.indices_array))
this._attributes.index.needsUpdate = true
}
this.setAttribute('position', this._attributes.position)
this.setAttribute('previous', this._attributes.previous)
this.setAttribute('next', this._attributes.next)
this.setAttribute('side', this._attributes.side)
this.setAttribute('width', this._attributes.width)
this.setAttribute('uv', this._attributes.uv)
this.setAttribute('counters', this._attributes.counters)
this.setIndex(this._attributes.index)
this.computeBoundingSphere()
this.computeBoundingBox()
}
function memcpy(src, srcOffset, dst, dstOffset, length) {
var i
src = src.subarray || src.slice ? src : src.buffer
dst = dst.subarray || dst.slice ? dst : dst.buffer
src = srcOffset
? src.subarray
? src.subarray(srcOffset, length && srcOffset + length)
: src.slice(srcOffset, length && srcOffset + length)
: src
if (dst.set) {
dst.set(src, dstOffset)
} else {
for (i = 0; i < src.length; i++) {
dst[i + dstOffset] = src[i]
}
}
return dst
}
/**
* Fast method to advance the line by one position. The oldest position is removed.
* @param position
*/
MeshLine.prototype.advance = function(position) {
var positions = this._attributes.position.array
var previous = this._attributes.previous.array
var next = this._attributes.next.array
var l = positions.length
// PREVIOUS
memcpy(positions, 0, previous, 0, l)
// POSITIONS
memcpy(positions, 6, positions, 0, l - 6)
positions[l - 6] = position.x
positions[l - 5] = position.y
positions[l - 4] = position.z
positions[l - 3] = position.x
positions[l - 2] = position.y
positions[l - 1] = position.z
// NEXT
memcpy(positions, 6, next, 0, l - 6)
next[l - 6] = position.x
next[l - 5] = position.y
next[l - 4] = position.z
next[l - 3] = position.x
next[l - 2] = position.y
next[l - 1] = position.z
this._attributes.position.needsUpdate = true
this._attributes.previous.needsUpdate = true
this._attributes.next.needsUpdate = true
}
THREE.ShaderChunk['meshline_vert'] = [
'',
THREE.ShaderChunk.logdepthbuf_pars_vertex,
THREE.ShaderChunk.fog_pars_vertex,
'',
'attribute vec3 previous;',
'attribute vec3 next;',
'attribute float side;',
'attribute float width;',
'attribute float counters;',
'',
'uniform vec2 resolution;',
'uniform float lineWidth;',
'uniform vec3 color;',
'uniform float opacity;',
'uniform float sizeAttenuation;',
'',
'varying vec2 vUV;',
'varying vec4 vColor;',
'varying float vCounters;',
'',
'vec2 fix( vec4 i, float aspect ) {',
'',
' vec2 res = i.xy / i.w;',
' res.x *= aspect;',
' vCounters = counters;',
' return res;',
'',
'}',
'',
'void main() {',
'',
' float aspect = resolution.x / resolution.y;',
'',
' vColor = vec4( color, opacity );',
' vUV = uv;',
'',
' mat4 m = projectionMatrix * modelViewMatrix;',
' vec4 finalPosition = m * vec4( position, 1.0 );',
' vec4 prevPos = m * vec4( previous, 1.0 );',
' vec4 nextPos = m * vec4( next, 1.0 );',
'',
' vec2 currentP = fix( finalPosition, aspect );',
' vec2 prevP = fix( prevPos, aspect );',
' vec2 nextP = fix( nextPos, aspect );',
'',
' float w = lineWidth * width;',
'',
' vec2 dir;',
' if( nextP == currentP ) dir = normalize( currentP - prevP );',
' else if( prevP == currentP ) dir = normalize( nextP - currentP );',
' else {',
' vec2 dir1 = normalize( currentP - prevP );',
' vec2 dir2 = normalize( nextP - currentP );',
' dir = normalize( dir1 + dir2 );',
'',
' vec2 perp = vec2( -dir1.y, dir1.x );',
' vec2 miter = vec2( -dir.y, dir.x );',
' //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
'',
' }',
'',
' //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
' vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',
' normal.xy *= .5 * w;',
' normal *= projectionMatrix;',
' if( sizeAttenuation == 0. ) {',
' normal.xy *= finalPosition.w;',
' normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',
' }',
'',
' finalPosition.xy += normal.xy * side;',
'',
' gl_Position = finalPosition;',
'',
THREE.ShaderChunk.logdepthbuf_vertex,
THREE.ShaderChunk.fog_vertex && ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
THREE.ShaderChunk.fog_vertex,
'}',
].join('\n')
THREE.ShaderChunk['meshline_frag'] = [
'',
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.logdepthbuf_pars_fragment,
'',
'uniform sampler2D map;',
'uniform sampler2D alphaMap;',
'uniform float useMap;',
'uniform float useAlphaMap;',
'uniform float useDash;',
'uniform float dashArray;',
'uniform float dashOffset;',
'uniform float dashRatio;',
'uniform float visibility;',
'uniform float alphaTest;',
'uniform vec2 repeat;',
'',
'varying vec2 vUV;',
'varying vec4 vColor;',
'varying float vCounters;',
'',
'void main() {',
'',
THREE.ShaderChunk.logdepthbuf_fragment,
'',
' vec4 c = vColor;',
' if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
' if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
' if( c.a < alphaTest ) discard;',
' if( useDash == 1. ){',
' c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
' }',
' gl_FragColor = c;',
' gl_FragColor.a *= step(vCounters, visibility);',
'',
THREE.ShaderChunk.fog_fragment,
'}',
].join('\n')
class MeshLineMaterial extends THREE.ShaderMaterial {
constructor(parameters)
{
super({
uniforms: Object.assign({}, THREE.UniformsLib.fog, {
lineWidth: { value: 1 },
map: { value: null },
useMap: { value: 0 },
alphaMap: { value: null },
useAlphaMap: { value: 0 },
color: { value: new THREE.Color(0xffffff) },
opacity: { value: 1 },
resolution: { value: new THREE.Vector2(1, 1) },
sizeAttenuation: { value: 1 },
dashArray: { value: 0 },
dashOffset: { value: 0 },
dashRatio: { value: 0.5 },
useDash: { value: 0 },
visibility: { value: 1 },
alphaTest: { value: 0 },
repeat: { value: new THREE.Vector2(1, 1) },
}),
vertexShader: THREE.ShaderChunk.meshline_vert,
fragmentShader: THREE.ShaderChunk.meshline_frag,
});
this.isMeshLineMaterial = true
this.type = 'MeshLineMaterial'
Object.defineProperties(this, {
lineWidth: {
enumerable: true,
get: function() {
return this.uniforms.lineWidth.value
},
set: function(value) {
this.uniforms.lineWidth.value = value
},
},
map: {
enumerable: true,
get: function() {
return this.uniforms.map.value
},
set: function(value) {
this.uniforms.map.value = value
},
},
useMap: {
enumerable: true,
get: function() {
return this.uniforms.useMap.value
},
set: function(value) {
this.uniforms.useMap.value = value
},
},
alphaMap: {
enumerable: true,
get: function() {
return this.uniforms.alphaMap.value
},
set: function(value) {
this.uniforms.alphaMap.value = value
},
},
useAlphaMap: {
enumerable: true,
get: function() {
return this.uniforms.useAlphaMap.value
},
set: function(value) {
this.uniforms.useAlphaMap.value = value
},
},
color: {
enumerable: true,
get: function() {
return this.uniforms.color.value
},
set: function(value) {
this.uniforms.color.value = value
},
},
opacity: {
enumerable: true,
get: function() {
return this.uniforms.opacity.value
},
set: function(value) {
this.uniforms.opacity.value = value
},
},
resolution: {
enumerable: true,
get: function() {
return this.uniforms.resolution.value
},
set: function(value) {
this.uniforms.resolution.value.copy(value)
},
},
sizeAttenuation: {
enumerable: true,
get: function() {
return this.uniforms.sizeAttenuation.value
},
set: function(value) {
this.uniforms.sizeAttenuation.value = value
},
},
dashArray: {
enumerable: true,
get: function() {
return this.uniforms.dashArray.value
},
set: function(value) {
this.uniforms.dashArray.value = value
this.useDash = value !== 0 ? 1 : 0
},
},
dashOffset: {
enumerable: true,
get: function() {
return this.uniforms.dashOffset.value
},
set: function(value) {
this.uniforms.dashOffset.value = value
},
},
dashRatio: {
enumerable: true,
get: function() {
return this.uniforms.dashRatio.value
},
set: function(value) {
this.uniforms.dashRatio.value = value
},
},
useDash: {
enumerable: true,
get: function() {
return this.uniforms.useDash.value
},
set: function(value) {
this.uniforms.useDash.value = value
},
},
visibility: {
enumerable: true,
get: function() {
return this.uniforms.visibility.value
},
set: function(value) {
this.uniforms.visibility.value = value
},
},
alphaTest: {
enumerable: true,
get: function() {
return this.uniforms.alphaTest.value
},
set: function(value) {
this.uniforms.alphaTest.value = value
},
},
repeat: {
enumerable: true,
get: function() {
return this.uniforms.repeat.value
},
set: function(value) {
this.uniforms.repeat.value.copy(value)
},
},
})
this.setValues(parameters)
}
}
MeshLineMaterial.prototype.copy = function(source) {
THREE.ShaderMaterial.prototype.copy.call(this, source)
this.lineWidth = source.lineWidth
this.map = source.map
this.useMap = source.useMap
this.alphaMap = source.alphaMap
this.useAlphaMap = source.useAlphaMap
this.color.copy(source.color)
this.opacity = source.opacity
this.resolution.copy(source.resolution)
this.sizeAttenuation = source.sizeAttenuation
this.dashArray.copy(source.dashArray)
this.dashOffset.copy(source.dashOffset)
this.dashRatio.copy(source.dashRatio)
this.useDash = source.useDash
this.visibility = source.visibility
this.alphaTest = source.alphaTest
this.repeat.copy(source.repeat)
return this
}
if (typeof exports !== 'undefined') {
if (typeof module !== 'undefined' && module.exports) {
exports = module.exports = {
MeshLine: MeshLine,
MeshLineMaterial: MeshLineMaterial,
MeshLineRaycast: MeshLineRaycast,
}
}
exports.MeshLine = MeshLine
exports.MeshLineMaterial = MeshLineMaterial
exports.MeshLineRaycast = MeshLineRaycast
} else {
root.MeshLine = MeshLine
root.MeshLineMaterial = MeshLineMaterial
root.MeshLineRaycast = MeshLineRaycast
}
}.call(this))