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three

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JavaScript 3D library

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import { varying, vec4, modelWorldMatrixInverse, cameraPosition, positionGeometry, float, Fn, Loop, max, min, vec2, vec3 } from 'three/tsl'; /** * @module Raymarching * @three_import import { RaymarchingBox } from 'three/addons/tsl/utils/Raymarching.js'; */ const hitBox = /*@__PURE__*/ Fn( ( { orig, dir } ) => { const box_min = vec3( - 0.5 ); const box_max = vec3( 0.5 ); const inv_dir = dir.reciprocal(); const tmin_tmp = box_min.sub( orig ).mul( inv_dir ); const tmax_tmp = box_max.sub( orig ).mul( inv_dir ); const tmin = min( tmin_tmp, tmax_tmp ); const tmax = max( tmin_tmp, tmax_tmp ); const t0 = max( tmin.x, max( tmin.y, tmin.z ) ); const t1 = min( tmax.x, min( tmax.y, tmax.z ) ); return vec2( t0, t1 ); } ); /** * TSL function for performing raymarching in a box-area using the specified number of steps * and a callback function. * * ```js * RaymarchingBox( count, ( { positionRay } ) => { * * } ); * ``` * * @tsl * @function * @param {number|Node} steps - The number of steps for raymarching. * @param {Function|FunctionNode} callback - The callback function to execute at each step. */ export const RaymarchingBox = ( steps, callback ) => { const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) ); const vDirection = varying( positionGeometry.sub( vOrigin ) ); const rayDir = vDirection.normalize(); const bounds = vec2( hitBox( { orig: vOrigin, dir: rayDir } ) ).toVar(); bounds.x.greaterThan( bounds.y ).discard(); bounds.assign( vec2( max( bounds.x, 0.0 ), bounds.y ) ); const inc = vec3( rayDir.abs().reciprocal() ).toVar(); const delta = float( min( inc.x, min( inc.y, inc.z ) ) ).toVar(); delta.divAssign( float( steps ) ); const positionRay = vec3( vOrigin.add( bounds.x.mul( rayDir ) ) ).toVar(); Loop( { type: 'float', start: bounds.x, end: bounds.y, update: delta }, () => { callback( { positionRay } ); positionRay.addAssign( rayDir.mul( delta ) ); } ); };