playcanvas
Version:
PlayCanvas WebGL game engine
56 lines (53 loc) • 2.06 kB
JavaScript
import { math } from '../../core/math/math.js';
import { Vec3 } from '../../core/math/vec3.js';
import { Entity } from '../../framework/entity.js';
import { BlendState } from '../../platform/graphics/blend-state.js';
import { CylinderGeometry } from '../../scene/geometry/cylinder-geometry.js';
import { ShaderMaterial } from '../../scene/materials/shader-material.js';
import { MeshInstance } from '../../scene/mesh-instance.js';
import { Mesh } from '../../scene/mesh.js';
import { unlitShader } from './shaders.js';
const tmpV1 = new Vec3();
class MeshLine {
constructor(app, layer, args = {}){
this._thickness = 0.02;
this._material = new ShaderMaterial(unlitShader);
this.entity = new Entity('mesh-line');
this._thickness = args.thickness ?? this._thickness;
this._material.blendState = BlendState.ALPHABLEND;
this._material.setDefine('DEPTH_WRITE', '1');
this._material.setParameter('uDepth', 0);
this._material.update();
const mesh = Mesh.fromGeometry(app.graphicsDevice, new CylinderGeometry());
const meshInstance = new MeshInstance(mesh, this._material);
this.entity.addComponent('render', {
meshInstances: [
meshInstance
],
layers: [
layer.id
]
});
}
set thickness(value) {
this._thickness = value ?? this._thickness;
}
get thickness() {
return this._thickness;
}
draw(from, to, scale, color) {
this._material.setParameter('uColor', color.toArray());
const dir = tmpV1.sub2(to, from).normalize();
const elev = Math.atan2(-dir.y, Math.sqrt(dir.x * dir.x + dir.z * dir.z)) * math.RAD_TO_DEG;
const azim = Math.atan2(-dir.x, -dir.z) * math.RAD_TO_DEG;
this.entity.setLocalEulerAngles(-elev + 90, azim, 0);
const length = from.distance(to) * scale;
this.entity.setLocalPosition(dir.mulScalar(0.5 * length).add(from));
this.entity.setLocalScale(this._thickness * scale, length, this._thickness * scale);
}
destroy() {
this._material.destroy();
this.entity.destroy();
}
}
export { MeshLine };