@vci/quick-three
Version:
quick three
651 lines (646 loc) • 20.6 kB
JavaScript
import {
BufferAttribute,
BufferGeometry,
Color,
LineSegments,
Matrix4,
Ray,
ShaderChunk,
ShaderMaterial,
Sphere,
UniformsLib,
Vector2,
Vector3
} from "three";
class MeshLine extends 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 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 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 (let j = 0; j < points.length; j++) {
let p = points[j];
let 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 (let j = 0; j < points.length; j += 3) {
let 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) {
const inverseMatrix = new Matrix4();
const ray = new Ray();
const sphere = new Sphere();
const interRay = new Vector3();
const 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);
const vStart = new Vector3();
const vEnd = new Vector3();
const interSegment = new Vector3();
const step = this instanceof LineSegments ? 2 : 1;
const index = geometry.index;
const attributes = geometry.attributes;
if (index !== null) {
const indices = index.array;
const positions = attributes.position.array;
const widths = attributes.width.array;
let i = 0;
const l = indices.length - 1;
for (; i < l; i += step) {
const a = indices[i];
const b = indices[i + 1];
vStart.fromArray(positions, a * 3);
vEnd.fromArray(positions, b * 3);
const width = widths[Math.floor(i / 3)] !== undefined ? widths[Math.floor(i / 3)] : 1;
const precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2;
const precisionSq = precision * precision;
const distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
if (distSq > precisionSq) continue;
interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
const 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) {
const aa = a * 6;
const 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) {
const aa = a * 6;
return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]];
};
MeshLine.prototype.process = function () {
const l = this.positions.length / 6;
this.previous = [];
this.next = [];
this.side = [];
this.width = [];
this.indices_array = [];
this.uvs = [];
let w;
let 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 (let 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
const 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 BufferAttribute(new Float32Array(this.positions), 3),
previous: new BufferAttribute(new Float32Array(this.previous), 3),
next: new BufferAttribute(new Float32Array(this.next), 3),
side: new BufferAttribute(new Float32Array(this.side), 1),
width: new BufferAttribute(new Float32Array(this.width), 1),
uv: new BufferAttribute(new Float32Array(this.uvs), 2),
index: new BufferAttribute(new Uint16Array(this.indices_array), 1),
counters: new 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) {
let 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) {
const positions = this._attributes.position.array;
const previous = this._attributes.previous.array;
const next = this._attributes.next.array;
const 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;
};
ShaderChunk["meshline_vert"] = [
"",
ShaderChunk.logdepthbuf_pars_vertex,
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;",
"",
ShaderChunk.logdepthbuf_vertex,
ShaderChunk.fog_vertex && " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
ShaderChunk.fog_vertex,
"}"
].join("\n");
ShaderChunk["meshline_frag"] = [
"",
ShaderChunk.fog_pars_fragment,
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() {",
"",
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);",
"",
ShaderChunk.fog_fragment,
"}"
].join("\n");
class MeshLineMaterial extends ShaderMaterial {
constructor(parameters) {
super({
uniforms: Object.assign({}, UniformsLib.fog, {
lineWidth: { value: 1 },
map: { value: null },
useMap: { value: 0 },
alphaMap: { value: null },
useAlphaMap: { value: 0 },
color: { value: new Color(0xffffff) },
opacity: { value: 1 },
resolution: { value: new 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 Vector2(1, 1) }
}),
vertexShader: ShaderChunk.meshline_vert,
fragmentShader: 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) {
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;
};
export {
MeshLine,
MeshLineRaycast,
MeshLineMaterial
};