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@micosmo/aframe

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/* global THREE */ (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"); function MeshLine() { this.positions = []; this.previous = []; this.next = []; this.side = []; this.width = []; this.indices_array = []; this.uvs = []; this.counters = []; this.geometry = new THREE.BufferGeometry(); this.widthCallback = null; } MeshLine.prototype.setGeometry = function(g, c) { this.widthCallback = c; this.positions = []; this.counters = []; if (g instanceof THREE.Geometry) { for (var j = 0; j < g.vertices.length; j++) { var v = g.vertices[j]; const c = j / g.vertices.length; this.positions.push(v.x, v.y, v.z); this.positions.push(v.x, v.y, v.z); this.counters.push(c); this.counters.push(c); } } if (g instanceof THREE.BufferGeometry) { // read attribute positions ? } if (g instanceof Float32Array || g instanceof Array) { for (j = 0; j < g.length; j += 3) { const c = j / g.length; this.positions.push(g[j], g[j + 1], g[j + 2]); this.positions.push(g[j], g[j + 1], g[j + 2]); this.counters.push(c); this.counters.push(c); } } this.process(); }; 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 = []; for (var j = 0; j < l; j++) { this.side.push(1); this.side.push(-1); } var w; for (j = 0; j < l; j++) { if (this.widthCallback) w = this.widthCallback(j / (l - 1)); else w = 1; this.width.push(w); this.width.push(w); } for (j = 0; j < l; j++) { this.uvs.push(j / (l - 1), 0); this.uvs.push(j / (l - 1), 1); } var v; 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 (j = 0; j < l - 1; j++) { v = this.copyV3(j); this.previous.push(v[0], v[1], v[2]); this.previous.push(v[0], v[1], v[2]); } for (j = 1; j < l; j++) { v = this.copyV3(j); this.next.push(v[0], v[1], v[2]); this.next.push(v[0], v[1], v[2]); } 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]); for (j = 0; j < l - 1; j++) { var n = j * 2; this.indices_array.push(n, n + 1, n + 2); this.indices_array.push(n + 2, n + 1, n + 3); } if (!this.attributes) { 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.geometry.addAttribute("position", this.attributes.position); this.geometry.addAttribute("previous", this.attributes.previous); this.geometry.addAttribute("next", this.attributes.next); this.geometry.addAttribute("side", this.attributes.side); this.geometry.addAttribute("width", this.attributes.width); this.geometry.addAttribute("uv", this.attributes.uv); this.geometry.addAttribute("counters", this.attributes.counters); this.geometry.setIndex(this.attributes.index); }; 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; }; function MeshLineMaterial(parameters) { var vertexShaderSource = [ "precision highp float;", "", "attribute vec3 position;", "attribute vec3 previous;", "attribute vec3 next;", "attribute float side;", "attribute float width;", "attribute vec2 uv;", "attribute float counters;", "", "uniform mat4 projectionMatrix;", "uniform mat4 modelViewMatrix;", "uniform vec2 resolution;", "uniform float lineWidth;", "uniform vec3 color;", "uniform float opacity;", "uniform float near;", "uniform float far;", "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;", " float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);", "", " 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 pixelWidth = finalPosition.w * pixelWidthRatio;", " float w = 1.8 * pixelWidth * lineWidth * width;", "", " if( sizeAttenuation == 1. ) {", " w = 1.8 * 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;", " vec2 normal = vec2( -dir.y, dir.x );", " normal.x /= aspect;", " normal *= .5 * w;", "", " vec4 offset = vec4( normal * side, 0.0, 1.0 );", " finalPosition.xy += offset.xy;", "", " gl_Position = finalPosition;", "", "}" ]; var fragmentShaderSource = [ "#extension GL_OES_standard_derivatives : enable", "precision mediump float;", "", "uniform sampler2D map;", "uniform sampler2D alphaMap;", "uniform float useMap;", "uniform float useAlphaMap;", "uniform float useDash;", "uniform vec2 dashArray;", "uniform float visibility;", "uniform float alphaTest;", "uniform vec2 repeat;", "", "varying vec2 vUV;", "varying vec4 vColor;", "varying float vCounters;", "", "void main() {", "", " 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. ){", " ", " }", " gl_FragColor = c;", " gl_FragColor.a *= step(vCounters,visibility);", "}" ]; function check(v, d) { if (v === undefined) return d; return v; } THREE.Material.call(this); parameters = parameters || {}; this.lineWidth = check(parameters.lineWidth, 1); this.map = check(parameters.map, null); this.useMap = check(parameters.useMap, 0); this.alphaMap = check(parameters.alphaMap, null); this.useAlphaMap = check(parameters.useAlphaMap, 0); this.color = check(parameters.color, new THREE.Color(0xffffff)); this.opacity = check(parameters.opacity, 1); this.resolution = check(parameters.resolution, new THREE.Vector2(1, 1)); this.sizeAttenuation = check(parameters.sizeAttenuation, 1); this.near = check(parameters.near, 1); this.far = check(parameters.far, 1); this.dashArray = check(parameters.dashArray, []); this.useDash = this.dashArray !== [] ? 1 : 0; this.visibility = check(parameters.visibility, 1); this.alphaTest = check(parameters.alphaTest, 0); this.repeat = check(parameters.repeat, new THREE.Vector2(1, 1)); var material = new THREE.RawShaderMaterial({ uniforms: { lineWidth: { type: "f", value: this.lineWidth }, map: { type: "t", value: this.map }, useMap: { type: "f", value: this.useMap }, alphaMap: { type: "t", value: this.alphaMap }, useAlphaMap: { type: "f", value: this.useAlphaMap }, color: { type: "c", value: this.color }, opacity: { type: "f", value: this.opacity }, resolution: { type: "v2", value: this.resolution }, sizeAttenuation: { type: "f", value: this.sizeAttenuation }, near: { type: "f", value: this.near }, far: { type: "f", value: this.far }, dashArray: { type: "v2", value: new THREE.Vector2(this.dashArray[0], this.dashArray[1]) }, useDash: { type: "f", value: this.useDash }, visibility: { type: "f", value: this.visibility }, alphaTest: { type: "f", value: this.alphaTest }, repeat: { type: "v2", value: this.repeat } }, vertexShader: vertexShaderSource.join("\r\n"), fragmentShader: fragmentShaderSource.join("\r\n") }); delete parameters.lineWidth; delete parameters.map; delete parameters.useMap; delete parameters.alphaMap; delete parameters.useAlphaMap; delete parameters.color; delete parameters.opacity; delete parameters.resolution; delete parameters.sizeAttenuation; delete parameters.near; delete parameters.far; delete parameters.dashArray; delete parameters.visibility; delete parameters.alphaTest; delete parameters.repeat; material.type = "MeshLineMaterial"; material.setValues(parameters); return material; } MeshLineMaterial.prototype = Object.create(THREE.Material.prototype); MeshLineMaterial.prototype.constructor = MeshLineMaterial; MeshLineMaterial.prototype.copy = function(source) { THREE.Material.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.near = source.near; this.far = source.far; this.dashArray.copy(source.dashArray); 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 }; } exports.MeshLine = MeshLine; exports.MeshLineMaterial = MeshLineMaterial; } else { root.MeshLine = MeshLine; root.MeshLineMaterial = MeshLineMaterial; } }.call(this));