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@@ -0,0 +1,688 @@
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+import * as THREE from "three";
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+
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+export class MeshLine extends THREE.BufferGeometry {
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+ constructor() {
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+ super();
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+ this.isMeshLine = true;
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+ this.type = 'MeshLine';
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+
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+ this.positions = [];
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+
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+ this.previous = [];
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+ this.next = [];
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+ this.side = [];
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+ this.width = [];
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+ this.indices_array = [];
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+ this.uvs = [];
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+ this.counters = [];
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+ this._points = [];
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+ this._geom = null;
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+
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+ this.widthCallback = null;
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+
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+ // Used to raycast
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+ this.matrixWorld = new THREE.Matrix4();
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+
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+ Object.defineProperties(this, {
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+ // this is now a bufferGeometry
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+ // add getter to support previous api
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+ geometry: {
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+ enumerable: true,
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+ get: function() {
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+ return this;
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+ },
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+ },
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+ geom: {
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+ enumerable: true,
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+ get: function() {
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+ return this._geom;
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+ },
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+ set: function(value) {
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+ this.setGeometry(value, this.widthCallback);
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+ },
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+ },
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+ // for declaritive architectures
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+ // to return the same value that sets the points
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+ // eg. this.points = points
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+ // console.log(this.points) -> points
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+ points: {
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+ enumerable: true,
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+ get: function() {
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+ return this._points;
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+ },
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+ set: function(value) {
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+ this.setPoints(value, this.widthCallback);
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+ },
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+ },
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+ });
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+ }
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+}
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+
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+MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
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+ this.matrixWorld = matrixWorld;
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+};
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+
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+// setting via a geometry is rather superfluous
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+// as you're creating a unecessary geometry just to throw away
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+// but exists to support previous api
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+MeshLine.prototype.setGeometry = function(g, c) {
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+ // as the input geometry are mutated we store them
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+ // for later retreival when necessary (declaritive architectures)
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+ this._geometry = g;
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+ this.setPoints(g.getAttribute("position").array, c);
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+};
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+
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+MeshLine.prototype.setPoints = function(points, wcb) {
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+ if (!(points instanceof Float32Array) && !(points instanceof Array)) {
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+ console.error(
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+ "ERROR: The BufferArray of points is not instancied correctly."
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+ );
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+ return;
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+ }
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+ // as the points are mutated we store them
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+ // for later retreival when necessary (declaritive architectures)
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+ this._points = points;
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+ this.widthCallback = wcb;
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+ this.positions = [];
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+ this.counters = [];
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+ if (points.length && points[0] instanceof THREE.Vector3) {
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+ // could transform Vector3 array into the array used below
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+ // but this approach will only loop through the array once
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+ // and is more performant
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+ for (var j = 0; j < points.length; j++) {
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+ var p = points[j];
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+ var c = j / points.length;
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+ this.positions.push(p.x, p.y, p.z);
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+ this.positions.push(p.x, p.y, p.z);
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+ this.counters.push(c);
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+ this.counters.push(c);
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+ }
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+ } else {
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+ for (var j = 0; j < points.length; j += 3) {
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+ var c = j / points.length;
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+ this.positions.push(points[j], points[j + 1], points[j + 2]);
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+ this.positions.push(points[j], points[j + 1], points[j + 2]);
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+ this.counters.push(c);
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+ this.counters.push(c);
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+ }
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+ }
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+ this.process();
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+};
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+
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+function MeshLineRaycast(raycaster, intersects) {
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+ var inverseMatrix = new THREE.Matrix4();
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+ var ray = new THREE.Ray();
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+ var sphere = new THREE.Sphere();
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+ var interRay = new THREE.Vector3();
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+ var geometry = this.geometry;
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+ // Checking boundingSphere distance to ray
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+
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+ if (!geometry.boundingSphere) geometry.computeBoundingSphere();
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+ sphere.copy(geometry.boundingSphere);
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+ sphere.applyMatrix4(this.matrixWorld);
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+
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+ if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
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+ return;
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+ }
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+
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+ inverseMatrix.copy(this.matrixWorld).invert();
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+ ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);
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+
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+ var vStart = new THREE.Vector3();
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+ var vEnd = new THREE.Vector3();
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+ var interSegment = new THREE.Vector3();
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+ var step = this instanceof THREE.LineSegments ? 2 : 1;
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+ var index = geometry.index;
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+ var attributes = geometry.attributes;
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+
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+ if (index !== null) {
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+ var indices = index.array;
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+ var positions = attributes.position.array;
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+ var widths = attributes.width.array;
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+
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+ for (var i = 0, l = indices.length - 1; i < l; i += step) {
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+ var a = indices[i];
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+ var b = indices[i + 1];
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+
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+ vStart.fromArray(positions, a * 3);
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+ vEnd.fromArray(positions, b * 3);
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+ var width = widths[Math.floor(i / 3)] !== undefined ? widths[Math.floor(i / 3)] : 1;
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+ var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2;
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+ var precisionSq = precision * precision;
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+
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+ var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
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+
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+ if (distSq > precisionSq) continue;
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+
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+ interRay.applyMatrix4(this.matrixWorld); // Move back to world space for distance calculation
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+
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+ var distance = raycaster.ray.origin.distanceTo(interRay);
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+
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+ if (distance < raycaster.near || distance > raycaster.far) continue;
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+
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+ intersects.push({
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+ distance: distance,
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+ // What do we want? intersection point on the ray or on the segment??
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+ // point: raycaster.ray.at( distance ),
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+ point: interSegment.clone().applyMatrix4(this.matrixWorld),
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+ index: i,
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+ face: null,
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+ faceIndex: null,
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+ object: this,
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+ });
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+ // make event only fire once
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+ i = l;
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+ }
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+ }
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+}
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+MeshLine.prototype.raycast = MeshLineRaycast;
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+MeshLine.prototype.compareV3 = function(a, b) {
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+ var aa = a * 6;
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+ var ab = b * 6;
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+ return (
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+ this.positions[aa] === this.positions[ab] &&
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+ this.positions[aa + 1] === this.positions[ab + 1] &&
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+ this.positions[aa + 2] === this.positions[ab + 2]
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+ );
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+};
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+
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+MeshLine.prototype.copyV3 = function(a) {
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+ var aa = a * 6;
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+ return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]];
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+};
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+
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+MeshLine.prototype.process = function() {
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+ var l = this.positions.length / 6;
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+
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+ this.previous = [];
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+ this.next = [];
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+ this.side = [];
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+ this.width = [];
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+ this.indices_array = [];
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+ this.uvs = [];
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+
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+ var w;
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+
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+ var v;
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+ // initial previous points
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+ if (this.compareV3(0, l - 1)) {
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+ v = this.copyV3(l - 2);
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+ } else {
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+ v = this.copyV3(0);
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+ }
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+ this.previous.push(v[0], v[1], v[2]);
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+ this.previous.push(v[0], v[1], v[2]);
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+
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+ for (var j = 0; j < l; j++) {
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+ // sides
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+ this.side.push(1);
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+ this.side.push(-1);
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+
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+ // widths
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+ if (this.widthCallback) w = this.widthCallback(j / (l - 1));
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+ else w = 1;
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+ this.width.push(w);
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+ this.width.push(w);
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+
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+ // uvs
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+ this.uvs.push(j / (l - 1), 0);
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+ this.uvs.push(j / (l - 1), 1);
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+
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+ if (j < l - 1) {
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+ // points previous to poisitions
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+ v = this.copyV3(j);
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+ this.previous.push(v[0], v[1], v[2]);
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+ this.previous.push(v[0], v[1], v[2]);
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+
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+ // indices
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+ var n = j * 2;
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+ this.indices_array.push(n, n + 1, n + 2);
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+ this.indices_array.push(n + 2, n + 1, n + 3);
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+ }
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+ if (j > 0) {
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+ // points after poisitions
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+ v = this.copyV3(j);
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+ this.next.push(v[0], v[1], v[2]);
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+ this.next.push(v[0], v[1], v[2]);
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+ }
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+ }
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+
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+ // last next point
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+ if (this.compareV3(l - 1, 0)) {
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+ v = this.copyV3(1);
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+ } else {
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+ v = this.copyV3(l - 1);
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+ }
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+ this.next.push(v[0], v[1], v[2]);
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+ this.next.push(v[0], v[1], v[2]);
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+
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+ // redefining the attribute seems to prevent range errors
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+ // if the user sets a differing number of vertices
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+ if (!this._attributes || this._attributes.position.count !== this.positions.length) {
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+ this._attributes = {
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+ position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),
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+ previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),
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+ next: new THREE.BufferAttribute(new Float32Array(this.next), 3),
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+ side: new THREE.BufferAttribute(new Float32Array(this.side), 1),
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+ width: new THREE.BufferAttribute(new Float32Array(this.width), 1),
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+ uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),
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+ index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),
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+ counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1),
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+ };
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+ } else {
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+ this._attributes.position.copyArray(new Float32Array(this.positions));
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+ this._attributes.position.needsUpdate = true;
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+ this._attributes.previous.copyArray(new Float32Array(this.previous));
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+ this._attributes.previous.needsUpdate = true;
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+ this._attributes.next.copyArray(new Float32Array(this.next));
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+ this._attributes.next.needsUpdate = true;
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+ this._attributes.side.copyArray(new Float32Array(this.side));
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+ this._attributes.side.needsUpdate = true;
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+ this._attributes.width.copyArray(new Float32Array(this.width));
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+ this._attributes.width.needsUpdate = true;
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+ this._attributes.uv.copyArray(new Float32Array(this.uvs));
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+ this._attributes.uv.needsUpdate = true;
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+ this._attributes.index.copyArray(new Uint16Array(this.indices_array));
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+ this._attributes.index.needsUpdate = true;
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+ }
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+
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+ this.setAttribute('position', this._attributes.position);
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+ this.setAttribute('previous', this._attributes.previous);
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+ this.setAttribute('next', this._attributes.next);
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+ this.setAttribute('side', this._attributes.side);
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+ this.setAttribute('width', this._attributes.width);
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+ this.setAttribute('uv', this._attributes.uv);
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+ this.setAttribute('counters', this._attributes.counters);
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+
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+ this.setIndex(this._attributes.index);
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+
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+ this.computeBoundingSphere();
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+ this.computeBoundingBox();
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+};
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+
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+function memcpy(src, srcOffset, dst, dstOffset, length) {
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+ var i;
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+
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+ src = src.subarray || src.slice ? src : src.buffer;
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+ dst = dst.subarray || dst.slice ? dst : dst.buffer;
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+
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+ src = srcOffset
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+ ? src.subarray
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+ ? src.subarray(srcOffset, length && srcOffset + length)
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+ : 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;',
|
|
|
|
|
+ 'uniform vec2 uOffset;',
|
|
|
|
|
+ '',
|
|
|
|
|
+ '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 + uOffset );',
|
|
|
|
|
+ ' 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');
|
|
|
|
|
+
|
|
|
|
|
+export 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)},
|
|
|
|
|
+ uOffset: {value: new THREE.Vector2(0, 0)},
|
|
|
|
|
+ }),
|
|
|
|
|
+
|
|
|
|
|
+ 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;
|
|
|
|
|
+};
|