lume
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text/typescript
import {attribute, booleanAttribute, stringAttribute} from '@lume/element'
import 'element-behaviors'
import {BufferGeometry} from 'three/src/core/BufferGeometry.js'
import {Float32BufferAttribute} from 'three/src/core/BufferAttribute.js'
import {GeometryBehavior} from './GeometryBehavior.js'
import {stringToNumberArray} from '../../../meshes/utils.js'
// import {handleInvertedGeometry} from './utils/handleInvertedGeometry.js'
import {behavior} from '../../Behavior.js'
import {receiver} from '../../PropReceiver.js'
export type LineGeometryBehaviorAttributes = 'points' | 'centerGeometry' | 'fitment'
/**
* @class LineGeometryBehavior -
*
* Behavior: `line-geometry`
*
* Provides a line geometry (series of points) for mesh elements. The
* [`<lume-line>`](../../../meshes/Line.md) element has this behavior on it by
* default. This is typically paired with
* [`LineBasicMaterialBehavior`](../materials/LineBasicMaterialBehavior.md).
*
* <live-code id="example"></live-code>
* <script>
* example.content = lineExample
* </script>
*
* @extends GeometryBehavior
*/
export class LineGeometryBehavior extends GeometryBehavior {
#points: number[] = []
// TODO see about using shapes, not just points, similar to lume-shape, using Shape.getPoints().
/**
* @property {string | number[] | null} points - a set of points for the line. Every three numbers is a point (X, Y, Z).
*
* The getter (i.e. reading the property) always returns an underlying Array
* of numbers.
*
* Setting the property accepts `string`, `number[]`, or `null` values. All
* values are mapped to a single `Array<number>` property (the one returned
* by the getter).
*
* While setting the property triggers reactivity, modifying the
* `Array` returned by the getter does not. In such a case, we can
* execute `el.position = el.position` to trigger reactivity.
* <!-- TODO investigate using Solid createMutable to make the Array reactive. -->
*
* A string value should be a list of numbers separated by any amount of space
* (commas are optional, for organizational use), every three numbers forming
* one point in the line. Similar to the rest of Lume's coordinate
* system, +X goes rightward, and +Y goes downward.
*
* An number array value is similar to the string value: every three numbers
* form a point in the line.
* <!-- TODO investigate reacting to reactive arrays -->
*
* If the string or number array have no points, no line is rendered.
*
* An `Array` value will have its data copied to the underlying
* `Array` returned by the getter, and does not replace the underlying
* `Array`.
* <!-- TODO perhaps the getter should always return the value the user set, and not expose the internal `Array` -->
*
* A value of `null` (or when the attribute is removed) causes no line to be
* rendered.
*/
get points(): number[] {
return this.#points
}
set points(points: string | number[] | null) {
if (!points) {
this.#points.length = 0
} else if (typeof points === 'string' || Array.isArray(points)) {
const _points: number[] = typeof points === 'string' ? stringToNumberArray(points, 'points') : points
if (!_points.length) {
this.#points.length = 0
} else {
if (_points.length % 3 !== 0) throw new Error('The points array needs to have 3 numbers per point.')
if (this.#points.length !== _points.length) this.#points.length = _points.length
for (let i = 0, l = _points.length; i < l; i += 1) this.#points[i] = _points[i]!
}
}
}
/**
* @property {boolean} centerGeometry - When true, centers the line geometry
* around the local origin of the element.
* @default false
*/
centerGeometry = false
/* TODO
* @property {string} fitment - Determines how to fit the line within the
* size area. This takes the same values as the object-fit CSS property,
* except global values. See
* https://developer.mozilla.org/en-US/docs/Web/CSS/object-fit#values for
* details.
*/
fitment: 'none' | 'contain' | 'cover' | 'fill' | 'scale-down' = 'none'
override _createComponent() {
const geometry = new BufferGeometry()
const positions = new Float32BufferAttribute(this.points, 3)
positions.needsUpdate = true
geometry.attributes['position'] = positions
if (this.centerGeometry) geometry.center()
// Make the line's Y coordinates go downward to match with LUME's coordinate system.
// Negative scale throws a lot of things off, causing lighting not to work due to normals going the wrong direction.
geometry.scale(1, -1, 1)
// So we have to do the following to reverse the effects geometries with triangle faces:
// handleInvertedGeometry(geometry) // But we don't have to do this with lines because they have no faces.
if (this.fitment === 'none') return geometry
// TODO de-dupe the following with ShapeGeometryBehavior, perhaps apply generically to all geometries.
// TODO Needs to account for Z for any geometry, not just X/Y as with 2D shapes.
// let minX = Number.MAX_VALUE
// let maxX = -Number.MAX_VALUE
// let minY = Number.MAX_VALUE
// let maxY = -Number.MAX_VALUE
// const verts = geometry.attributes.position.array
// const stride = 3
// for (let i = 0, l = verts.length / stride; i < l; i++) {
// const x = verts[i * stride + 0]
// const y = verts[i * stride + 1]
// if (x < minX) minX = x
// if (x > maxX) maxX = x
// if (y < minY) minY = y
// if (y > maxY) maxY = y
// }
// const shapeSizeX = maxX - minX
// const shapeSizeY = maxY - minY
// const scaleX = shapeSizeX / this.element.calculatedSize.x
// const scaleY = shapeSizeY / this.element.calculatedSize.y
// if (this.fitment === 'fill') return geometry.scale(1 / scaleX, 1 / scaleY, 1)
// const shapeAspect = shapeSizeX / shapeSizeY
// const sizeAspect = this.element.calculatedSize.x / this.element.calculatedSize.y
// if (this.fitment === 'contain') {
// // tall
// if (shapeAspect < sizeAspect) geometry.scale(1 / scaleY, 1 / scaleY, 1)
// // wide (or equal)
// else geometry.scale(1 / scaleX, 1 / scaleX, 1)
// } else if (this.fitment === 'cover') {
// // tall
// if (shapeAspect < sizeAspect) geometry.scale(1 / scaleX, 1 / scaleX, 1)
// // wide (or equal)
// else geometry.scale(1 / scaleY, 1 / scaleY, 1)
// } else if (this.fitment === 'scale-down') {
// if (!(shapeSizeX <= this.element.calculatedSize.x && shapeSizeY <= this.element.calculatedSize.y)) {
// // tall
// if (shapeAspect < sizeAspect) geometry.scale(1 / scaleY, 1 / scaleY, 1)
// // wide (or equal)
// else geometry.scale(1 / scaleX, 1 / scaleX, 1)
// }
// }
return geometry
}
}
if (globalThis.window?.document && !elementBehaviors.has('line-geometry'))
elementBehaviors.define('line-geometry', LineGeometryBehavior)