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three-stdlib

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stand-alone library of threejs examples

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var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => { __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); return value; }; import { DataTexture, RGBAFormat, FloatType, RepeatWrapping, NearestFilter, Mesh, InstancedMesh, DynamicDrawUsage, Matrix4 } from "three"; const CHANNELS = 4; const TEXTURE_WIDTH = 1024; const TEXTURE_HEIGHT = 4; const initSplineTexture = (numberOfCurves = 1) => { const dataArray = new Float32Array(TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS); const dataTexture = new DataTexture(dataArray, TEXTURE_WIDTH, TEXTURE_HEIGHT * numberOfCurves, RGBAFormat, FloatType); dataTexture.wrapS = RepeatWrapping; dataTexture.wrapT = RepeatWrapping; dataTexture.magFilter = NearestFilter; dataTexture.needsUpdate = true; return dataTexture; }; const updateSplineTexture = (texture, splineCurve, offset = 0) => { const numberOfPoints = Math.floor(TEXTURE_WIDTH * (TEXTURE_HEIGHT / 4)); splineCurve.arcLengthDivisions = numberOfPoints / 2; splineCurve.updateArcLengths(); const points = splineCurve.getSpacedPoints(numberOfPoints); const frenetFrames = splineCurve.computeFrenetFrames(numberOfPoints, true); for (let i = 0; i < numberOfPoints; i++) { const rowOffset = Math.floor(i / TEXTURE_WIDTH); const rowIndex = i % TEXTURE_WIDTH; let pt = points[i]; setTextureValue(texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + TEXTURE_HEIGHT * offset); pt = frenetFrames.tangents[i]; setTextureValue(texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + TEXTURE_HEIGHT * offset); pt = frenetFrames.normals[i]; setTextureValue(texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + TEXTURE_HEIGHT * offset); pt = frenetFrames.binormals[i]; setTextureValue(texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + TEXTURE_HEIGHT * offset); } texture.needsUpdate = true; }; const setTextureValue = (texture, index, x, y, z, o) => { const image = texture.image; const { data } = image; const i = CHANNELS * TEXTURE_WIDTH * o; data[index * CHANNELS + i + 0] = x; data[index * CHANNELS + i + 1] = y; data[index * CHANNELS + i + 2] = z; data[index * CHANNELS + i + 3] = 1; }; const getUniforms = (splineTexture) => ({ spineTexture: { value: splineTexture }, pathOffset: { type: "f", value: 0 }, // time of path curve pathSegment: { type: "f", value: 1 }, // fractional length of path spineOffset: { type: "f", value: 161 }, spineLength: { type: "f", value: 400 }, flow: { type: "i", value: 1 } }); function modifyShader(material, uniforms, numberOfCurves = 1) { if (material.__ok) return; material.__ok = true; material.onBeforeCompile = (shader) => { if (shader.__modified) return; shader.__modified = true; Object.assign(shader.uniforms, uniforms); const vertexShader = ( /* glsl */ ` uniform sampler2D spineTexture; uniform float pathOffset; uniform float pathSegment; uniform float spineOffset; uniform float spineLength; uniform int flow; float textureLayers = ${TEXTURE_HEIGHT * numberOfCurves}.; float textureStacks = ${TEXTURE_HEIGHT / 4}.; ${shader.vertexShader} `.replace("#include <beginnormal_vertex>", "").replace("#include <defaultnormal_vertex>", "").replace("#include <begin_vertex>", "").replace( /void\s*main\s*\(\)\s*\{/, /* glsl */ ` void main() { #include <beginnormal_vertex> vec4 worldPos = modelMatrix * vec4(position, 1.); bool bend = flow > 0; float xWeight = bend ? 0. : 1.; #ifdef USE_INSTANCING float pathOffsetFromInstanceMatrix = instanceMatrix[3][2]; float spineLengthFromInstanceMatrix = instanceMatrix[3][0]; float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.; float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks; #else float spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.; float mt = (spinePortion * pathSegment + pathOffset)*textureStacks; #endif mt = mod(mt, textureStacks); float rowOffset = floor(mt); #ifdef USE_INSTANCING rowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.; #endif vec3 spinePos = texture2D(spineTexture, vec2(mt, (0. + rowOffset + 0.5) / textureLayers)).xyz; vec3 a = texture2D(spineTexture, vec2(mt, (1. + rowOffset + 0.5) / textureLayers)).xyz; vec3 b = texture2D(spineTexture, vec2(mt, (2. + rowOffset + 0.5) / textureLayers)).xyz; vec3 c = texture2D(spineTexture, vec2(mt, (3. + rowOffset + 0.5) / textureLayers)).xyz; mat3 basis = mat3(a, b, c); vec3 transformed = basis * vec3(worldPos.x * xWeight, worldPos.y * 1., worldPos.z * 1.) + spinePos; vec3 transformedNormal = normalMatrix * (basis * objectNormal); ` ).replace( "#include <project_vertex>", /* glsl */ `vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 ); gl_Position = projectionMatrix * mvPosition;` ) ); shader.vertexShader = vertexShader; }; } class Flow { /** * @param {Mesh} mesh The mesh to clone and modify to bend around the curve * @param {number} numberOfCurves The amount of space that should preallocated for additional curves */ constructor(mesh, numberOfCurves = 1) { __publicField(this, "curveArray"); __publicField(this, "curveLengthArray"); __publicField(this, "object3D"); __publicField(this, "splineTexure"); __publicField(this, "uniforms"); const obj3D = mesh.clone(); const splineTexure = initSplineTexture(numberOfCurves); const uniforms = getUniforms(splineTexure); obj3D.traverse((child) => { if (child instanceof Mesh || child instanceof InstancedMesh) { child.material = child.material.clone(); modifyShader(child.material, uniforms, numberOfCurves); } }); this.curveArray = new Array(numberOfCurves); this.curveLengthArray = new Array(numberOfCurves); this.object3D = obj3D; this.splineTexure = splineTexure; this.uniforms = uniforms; } updateCurve(index, curve) { if (index >= this.curveArray.length) throw Error("Index out of range for Flow"); const curveLength = curve.getLength(); this.uniforms.spineLength.value = curveLength; this.curveLengthArray[index] = curveLength; this.curveArray[index] = curve; updateSplineTexture(this.splineTexure, curve, index); } moveAlongCurve(amount) { this.uniforms.pathOffset.value += amount; } } const matrix = /* @__PURE__ */ new Matrix4(); class InstancedFlow extends Flow { /** * * @param {number} count The number of instanced elements * @param {number} curveCount The number of curves to preallocate for * @param {Geometry} geometry The geometry to use for the instanced mesh * @param {Material} material The material to use for the instanced mesh */ constructor(count, curveCount, geometry, material) { const mesh = new InstancedMesh(geometry, material, count); mesh.instanceMatrix.setUsage(DynamicDrawUsage); mesh.frustumCulled = false; super(mesh, curveCount); __publicField(this, "offsets"); __publicField(this, "whichCurve"); this.offsets = new Array(count).fill(0); this.whichCurve = new Array(count).fill(0); } /** * The extra information about which curve and curve position is stored in the translation components of the matrix for the instanced objects * This writes that information to the matrix and marks it as needing update. * * @param {number} index of the instanced element to update */ writeChanges(index) { matrix.makeTranslation(this.curveLengthArray[this.whichCurve[index]], this.whichCurve[index], this.offsets[index]); this.object3D.setMatrixAt(index, matrix); this.object3D.instanceMatrix.needsUpdate = true; } /** * Move an individual element along the curve by a specific amount * * @param {number} index Which element to update * @param {number} offset Move by how much */ moveIndividualAlongCurve(index, offset) { this.offsets[index] += offset; this.writeChanges(index); } /** * Select which curve to use for an element * * @param {number} index the index of the instanced element to update * @param {number} curveNo the index of the curve it should use */ setCurve(index, curveNo) { if (isNaN(curveNo)) throw Error("curve index being set is Not a Number (NaN)"); this.whichCurve[index] = curveNo; this.writeChanges(index); } } export { Flow, InstancedFlow, getUniforms, initSplineTexture, modifyShader, updateSplineTexture }; //# sourceMappingURL=CurveModifier.js.map