three
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JavaScript 3D library
154 lines (107 loc) • 3.87 kB
JavaScript
import { Color } from 'three';
import { attribute, cameraProjectionMatrix, dot, float, Fn, modelViewMatrix, modelViewProjection, NodeMaterial, normalize, positionGeometry, sign, uniform, varyingProperty, vec2, vec4 } from 'three/tsl';
/**
* A special line material for meshes loaded via {@link LDrawLoader}.
*
* This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
* import the class from `LDrawConditionalLineMaterial.js`.
*
* @augments NodeMaterial
*/
class LDrawConditionalLineMaterial extends NodeMaterial {
static get type() {
return 'LDrawConditionalLineMaterial';
}
/**
* Constructs a new conditional line material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
const vertexNode = /*@__PURE__*/ Fn( () => {
const control0 = attribute( 'control0', 'vec3' );
const control1 = attribute( 'control1', 'vec3' );
const direction = attribute( 'direction', 'vec3' );
const mvp = cameraProjectionMatrix.mul( modelViewMatrix );
// Transform the line segment ends and control points into camera clip space
const c0 = mvp.mul( vec4( control0, 1 ) ).toVar();
const c1 = mvp.mul( vec4( control1, 1 ) ).toVar();
const p0 = mvp.mul( vec4( positionGeometry, 1 ) ).toVar();
const p1 = mvp.mul( vec4( positionGeometry.add( direction ), 1 ) ).toVar();
c0.xy.divAssign( c0.w );
c1.xy.divAssign( c1.w );
p0.xy.divAssign( p0.w );
p1.xy.divAssign( p1.w );
// Get the direction of the segment and an orthogonal vector
const dir = p1.xy.sub( p0.xy ).toVar();
const norm = vec2( dir.y.negate(), dir.x ).toVar();
// Get control point directions from the line
const c0dir = c0.xy.sub( p1.xy ).toVar();
const c1dir = c1.xy.sub( p1.xy ).toVar();
// If the vectors to the controls points are pointed in different directions away
// from the line segment then the line should not be drawn.
const d0 = dot( normalize( norm ), normalize( c0dir ) ).toVar();
const d1 = dot( normalize( norm ), normalize( c1dir ) ).toVar();
const discardFlag = sign( d0 ).notEqual( sign( d1 ) ).select( float( 1 ), float( 0 ) );
varyingProperty( 'float', 'discardFlag' ).assign( discardFlag );
return modelViewProjection;
} )();
const fragmentNode = /*@__PURE__*/ Fn( () => {
const discardFlag = varyingProperty( 'float', 'discardFlag' );
discardFlag.greaterThan( float( 0.5 ) ).discard();
return vec4( this._diffuseUniform, this._opacityUniform );
} )();
this.vertexNode = vertexNode;
this.fragmentNode = fragmentNode;
this._diffuseUniform = uniform( new Color() );
this._opacityUniform = uniform( 1 );
//
Object.defineProperties( this, {
/**
* The material's opacity.
*
* @name LDrawConditionalLineMaterial#opacity
* @type {number}
* @default 1
*/
opacity: {
get: function () {
return this._opacityUniform.value;
},
set: function ( value ) {
this._opacityUniform.value = value;
}
},
/**
* The material's color.
*
* @name LDrawConditionalLineMaterial#color
* @type {Color}
* @default (1,1,1)
*/
color: {
get: function () {
return this._diffuseUniform.value;
},
set: function ( value ) {
this._diffuseUniform.value.copy( value );
}
}
} );
this.setValues( parameters );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLDrawConditionalLineMaterial = true;
}
}
export { LDrawConditionalLineMaterial };