|  | @@ -0,0 +1,477 @@
 | 
	
		
			
				|  |  | +;(function() {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +"use strict";
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +var root = this
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +var has_require = typeof require !== 'undefined'
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +var THREE = root.THREE || has_require && require('three')
 | 
	
		
			
				|  |  | +if( !THREE )
 | 
	
		
			
				|  |  | +	throw new Error( 'MeshLine requires three.js' )
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +function MeshLine() {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.positions = [];
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.previous = [];
 | 
	
		
			
				|  |  | +	this.next = [];
 | 
	
		
			
				|  |  | +	this.side = [];
 | 
	
		
			
				|  |  | +	this.width = [];
 | 
	
		
			
				|  |  | +	this.indices_array = [];
 | 
	
		
			
				|  |  | +	this.uvs = [];
 | 
	
		
			
				|  |  | +	this.counters = [];
 | 
	
		
			
				|  |  | +	this.geometry = new THREE.BufferGeometry();
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.widthCallback = null;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +MeshLine.prototype.setGeometry = function( g, c ) {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.widthCallback = c;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.positions = [];
 | 
	
		
			
				|  |  | +	this.counters = [];
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if( g instanceof THREE.Geometry ) {
 | 
	
		
			
				|  |  | +		for( var j = 0; j < g.vertices.length; j++ ) {
 | 
	
		
			
				|  |  | +			var v = g.vertices[ j ];
 | 
	
		
			
				|  |  | +			var c = j/g.vertices.length;
 | 
	
		
			
				|  |  | +			this.positions.push( v.x, v.y, v.z );
 | 
	
		
			
				|  |  | +			this.positions.push( v.x, v.y, v.z );
 | 
	
		
			
				|  |  | +			this.counters.push(c);
 | 
	
		
			
				|  |  | +			this.counters.push(c);
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if( g instanceof THREE.BufferGeometry ) {
 | 
	
		
			
				|  |  | +		// read attribute positions ?
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if( g instanceof Float32Array || g instanceof Array ) {
 | 
	
		
			
				|  |  | +		for( var j = 0; j < g.length; j += 3 ) {
 | 
	
		
			
				|  |  | +			var c = j/g.length;
 | 
	
		
			
				|  |  | +			this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
 | 
	
		
			
				|  |  | +			this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
 | 
	
		
			
				|  |  | +			this.counters.push(c);
 | 
	
		
			
				|  |  | +			this.counters.push(c);
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.process();
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +MeshLine.prototype.compareV3 = function( a, b ) {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var aa = a * 6;
 | 
	
		
			
				|  |  | +	var ab = b * 6;
 | 
	
		
			
				|  |  | +	return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +MeshLine.prototype.copyV3 = function( a ) {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var aa = a * 6;
 | 
	
		
			
				|  |  | +	return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +MeshLine.prototype.process = function() {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var l = this.positions.length / 6;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.previous = [];
 | 
	
		
			
				|  |  | +	this.next = [];
 | 
	
		
			
				|  |  | +	this.side = [];
 | 
	
		
			
				|  |  | +	this.width = [];
 | 
	
		
			
				|  |  | +	this.indices_array = [];
 | 
	
		
			
				|  |  | +	this.uvs = [];
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	for( var j = 0; j < l; j++ ) {
 | 
	
		
			
				|  |  | +		this.side.push( 1 );
 | 
	
		
			
				|  |  | +		this.side.push( -1 );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var w;
 | 
	
		
			
				|  |  | +	for( var j = 0; j < l; j++ ) {
 | 
	
		
			
				|  |  | +		if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
 | 
	
		
			
				|  |  | +		else w = 1;
 | 
	
		
			
				|  |  | +		this.width.push( w );
 | 
	
		
			
				|  |  | +		this.width.push( w );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	for( var j = 0; j < l; j++ ) {
 | 
	
		
			
				|  |  | +		this.uvs.push( j / ( l - 1 ), 0 );
 | 
	
		
			
				|  |  | +		this.uvs.push( j / ( l - 1 ), 1 );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var v;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if( this.compareV3( 0, l - 1 ) ){
 | 
	
		
			
				|  |  | +		v = this.copyV3( l - 2 );
 | 
	
		
			
				|  |  | +	} else {
 | 
	
		
			
				|  |  | +		v = this.copyV3( 0 );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +	this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +	this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +	for( var j = 0; j < l - 1; j++ ) {
 | 
	
		
			
				|  |  | +		v = this.copyV3( j );
 | 
	
		
			
				|  |  | +		this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +		this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	for( var j = 1; j < l; j++ ) {
 | 
	
		
			
				|  |  | +		v = this.copyV3( j );
 | 
	
		
			
				|  |  | +		this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +		this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if( this.compareV3( l - 1, 0 ) ){
 | 
	
		
			
				|  |  | +		v = this.copyV3( 1 );
 | 
	
		
			
				|  |  | +	} else {
 | 
	
		
			
				|  |  | +		v = this.copyV3( l - 1 );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +	this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +	this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	for( var j = 0; j < l - 1; j++ ) {
 | 
	
		
			
				|  |  | +		var n = j * 2;
 | 
	
		
			
				|  |  | +		this.indices_array.push( n, n + 1, n + 2 );
 | 
	
		
			
				|  |  | +		this.indices_array.push( n + 2, n + 1, n + 3 );
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if (!this.attributes) {
 | 
	
		
			
				|  |  | +		this.attributes = {
 | 
	
		
			
				|  |  | +			position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
 | 
	
		
			
				|  |  | +			previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
 | 
	
		
			
				|  |  | +			next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ),
 | 
	
		
			
				|  |  | +			side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ),
 | 
	
		
			
				|  |  | +			width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ),
 | 
	
		
			
				|  |  | +			uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
 | 
	
		
			
				|  |  | +			index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
 | 
	
		
			
				|  |  | +			counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  | +	} else {
 | 
	
		
			
				|  |  | +		this.attributes.position.copyArray(new Float32Array(this.positions));
 | 
	
		
			
				|  |  | +		this.attributes.position.needsUpdate = true;
 | 
	
		
			
				|  |  | +		this.attributes.previous.copyArray(new Float32Array(this.previous));
 | 
	
		
			
				|  |  | +		this.attributes.previous.needsUpdate = true;
 | 
	
		
			
				|  |  | +		this.attributes.next.copyArray(new Float32Array(this.next));
 | 
	
		
			
				|  |  | +		this.attributes.next.needsUpdate = true;
 | 
	
		
			
				|  |  | +		this.attributes.side.copyArray(new Float32Array(this.side));
 | 
	
		
			
				|  |  | +		this.attributes.side.needsUpdate = true;
 | 
	
		
			
				|  |  | +		this.attributes.width.copyArray(new Float32Array(this.width));
 | 
	
		
			
				|  |  | +		this.attributes.width.needsUpdate = true;
 | 
	
		
			
				|  |  | +		this.attributes.uv.copyArray(new Float32Array(this.uvs));
 | 
	
		
			
				|  |  | +		this.attributes.uv.needsUpdate = true;
 | 
	
		
			
				|  |  | +		this.attributes.index.copyArray(new Uint16Array(this.indices_array));
 | 
	
		
			
				|  |  | +		this.attributes.index.needsUpdate = true;
 | 
	
		
			
				|  |  | +    }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'position', this.attributes.position );
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'previous', this.attributes.previous );
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'next', this.attributes.next );
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'side', this.attributes.side );
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'width', this.attributes.width );
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'uv', this.attributes.uv );
 | 
	
		
			
				|  |  | +	this.geometry.addAttribute( 'counters', this.attributes.counters );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.geometry.setIndex( this.attributes.index );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +function memcpy (src, srcOffset, dst, dstOffset, length) {
 | 
	
		
			
				|  |  | +	var i
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	src = src.subarray || src.slice ? src : src.buffer
 | 
	
		
			
				|  |  | +	dst = dst.subarray || dst.slice ? dst : dst.buffer
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	src = srcOffset ? src.subarray ?
 | 
	
		
			
				|  |  | +	src.subarray(srcOffset, length && srcOffset + length) :
 | 
	
		
			
				|  |  | +	src.slice(srcOffset, length && srcOffset + length) : src
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	if (dst.set) {
 | 
	
		
			
				|  |  | +		dst.set(src, dstOffset)
 | 
	
		
			
				|  |  | +	} else {
 | 
	
		
			
				|  |  | +		for (i=0; i<src.length; i++) {
 | 
	
		
			
				|  |  | +			dst[i + dstOffset] = src[i]
 | 
	
		
			
				|  |  | +		}
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	return dst
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +/**
 | 
	
		
			
				|  |  | + * Fast method to advance the line by one position.  The oldest position is removed.
 | 
	
		
			
				|  |  | + * @param position
 | 
	
		
			
				|  |  | + */
 | 
	
		
			
				|  |  | +MeshLine.prototype.advance = function(position) {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var positions = this.attributes.position.array;
 | 
	
		
			
				|  |  | +	var previous = this.attributes.previous.array;
 | 
	
		
			
				|  |  | +	var next = this.attributes.next.array;
 | 
	
		
			
				|  |  | +	var l = positions.length;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	// PREVIOUS
 | 
	
		
			
				|  |  | +	memcpy( positions, 0, previous, 0, l );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	// POSITIONS
 | 
	
		
			
				|  |  | +	memcpy( positions, 6, positions, 0, l - 6 );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	positions[l - 6] = position.x;
 | 
	
		
			
				|  |  | +	positions[l - 5] = position.y;
 | 
	
		
			
				|  |  | +	positions[l - 4] = position.z;
 | 
	
		
			
				|  |  | +	positions[l - 3] = position.x;
 | 
	
		
			
				|  |  | +	positions[l - 2] = position.y;
 | 
	
		
			
				|  |  | +	positions[l - 1] = position.z;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    // NEXT
 | 
	
		
			
				|  |  | +	memcpy( positions, 6, next, 0, l - 6 );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	next[l - 6]  = position.x;
 | 
	
		
			
				|  |  | +	next[l - 5]  = position.y;
 | 
	
		
			
				|  |  | +	next[l - 4]  = position.z;
 | 
	
		
			
				|  |  | +	next[l - 3]  = position.x;
 | 
	
		
			
				|  |  | +	next[l - 2]  = position.y;
 | 
	
		
			
				|  |  | +	next[l - 1]  = position.z;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.attributes.position.needsUpdate = true;
 | 
	
		
			
				|  |  | +	this.attributes.previous.needsUpdate = true;
 | 
	
		
			
				|  |  | +	this.attributes.next.needsUpdate = true;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +};
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +function MeshLineMaterial( parameters ) {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var vertexShaderSource = [
 | 
	
		
			
				|  |  | +'precision highp float;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'attribute vec3 position;',
 | 
	
		
			
				|  |  | +'attribute vec3 previous;',
 | 
	
		
			
				|  |  | +'attribute vec3 next;',
 | 
	
		
			
				|  |  | +'attribute float side;',
 | 
	
		
			
				|  |  | +'attribute float width;',
 | 
	
		
			
				|  |  | +'attribute vec2 uv;',
 | 
	
		
			
				|  |  | +'attribute float counters;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'uniform mat4 projectionMatrix;',
 | 
	
		
			
				|  |  | +'uniform mat4 modelViewMatrix;',
 | 
	
		
			
				|  |  | +'uniform vec2 resolution;',
 | 
	
		
			
				|  |  | +'uniform float lineWidth;',
 | 
	
		
			
				|  |  | +'uniform vec3 color;',
 | 
	
		
			
				|  |  | +'uniform float opacity;',
 | 
	
		
			
				|  |  | +'uniform float near;',
 | 
	
		
			
				|  |  | +'uniform float far;',
 | 
	
		
			
				|  |  | +'uniform float sizeAttenuation;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'varying vec2 vUV;',
 | 
	
		
			
				|  |  | +'varying vec4 vColor;',
 | 
	
		
			
				|  |  | +'varying float vCounters;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'vec2 fix( vec4 i, float aspect ) {',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    vec2 res = i.xy / i.w;',
 | 
	
		
			
				|  |  | +'    res.x *= aspect;',
 | 
	
		
			
				|  |  | +'	 vCounters = counters;',
 | 
	
		
			
				|  |  | +'    return res;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'}',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'void main() {',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    float aspect = resolution.x / resolution.y;',
 | 
	
		
			
				|  |  | +'	 float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    vColor = vec4( color, opacity );',
 | 
	
		
			
				|  |  | +'    vUV = uv;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    mat4 m = projectionMatrix * modelViewMatrix;',
 | 
	
		
			
				|  |  | +'    vec4 finalPosition = m * vec4( position, 1.0 );',
 | 
	
		
			
				|  |  | +'    vec4 prevPos = m * vec4( previous, 1.0 );',
 | 
	
		
			
				|  |  | +'    vec4 nextPos = m * vec4( next, 1.0 );',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    vec2 currentP = fix( finalPosition, aspect );',
 | 
	
		
			
				|  |  | +'    vec2 prevP = fix( prevPos, aspect );',
 | 
	
		
			
				|  |  | +'    vec2 nextP = fix( nextPos, aspect );',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'	 float pixelWidth = finalPosition.w * pixelWidthRatio;',
 | 
	
		
			
				|  |  | +'    float w = 1.8 * pixelWidth * lineWidth * width;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    if( sizeAttenuation == 1. ) {',
 | 
	
		
			
				|  |  | +'        w = 1.8 * lineWidth * width;',
 | 
	
		
			
				|  |  | +'    }',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    vec2 dir;',
 | 
	
		
			
				|  |  | +'    if( nextP == currentP ) dir = normalize( currentP - prevP );',
 | 
	
		
			
				|  |  | +'    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
 | 
	
		
			
				|  |  | +'    else {',
 | 
	
		
			
				|  |  | +'        vec2 dir1 = normalize( currentP - prevP );',
 | 
	
		
			
				|  |  | +'        vec2 dir2 = normalize( nextP - currentP );',
 | 
	
		
			
				|  |  | +'        dir = normalize( dir1 + dir2 );',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'        vec2 perp = vec2( -dir1.y, dir1.x );',
 | 
	
		
			
				|  |  | +'        vec2 miter = vec2( -dir.y, dir.x );',
 | 
	
		
			
				|  |  | +'        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    }',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
 | 
	
		
			
				|  |  | +'    vec2 normal = vec2( -dir.y, dir.x );',
 | 
	
		
			
				|  |  | +'    normal.x /= aspect;',
 | 
	
		
			
				|  |  | +'    normal *= .5 * w;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    vec4 offset = vec4( normal * side, 0.0, 1.0 );',
 | 
	
		
			
				|  |  | +'    finalPosition.xy += offset.xy;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    gl_Position = finalPosition;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'}' ];
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var fragmentShaderSource = [
 | 
	
		
			
				|  |  | +		'#extension GL_OES_standard_derivatives : enable',
 | 
	
		
			
				|  |  | +'precision mediump float;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'uniform sampler2D map;',
 | 
	
		
			
				|  |  | +'uniform sampler2D alphaMap;',
 | 
	
		
			
				|  |  | +'uniform float useMap;',
 | 
	
		
			
				|  |  | +'uniform float useAlphaMap;',
 | 
	
		
			
				|  |  | +'uniform float useDash;',
 | 
	
		
			
				|  |  | +'uniform vec2 dashArray;',
 | 
	
		
			
				|  |  | +'uniform float visibility;',
 | 
	
		
			
				|  |  | +'uniform float alphaTest;',
 | 
	
		
			
				|  |  | +'uniform vec2 repeat;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'varying vec2 vUV;',
 | 
	
		
			
				|  |  | +'varying vec4 vColor;',
 | 
	
		
			
				|  |  | +'varying float vCounters;',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'void main() {',
 | 
	
		
			
				|  |  | +'',
 | 
	
		
			
				|  |  | +'    vec4 c = vColor;',
 | 
	
		
			
				|  |  | +'    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
 | 
	
		
			
				|  |  | +'    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
 | 
	
		
			
				|  |  | +'	 if( c.a < alphaTest ) discard;',
 | 
	
		
			
				|  |  | +'	 if( useDash == 1. ){',
 | 
	
		
			
				|  |  | +'	 	 ',
 | 
	
		
			
				|  |  | +'	 }',
 | 
	
		
			
				|  |  | +'    gl_FragColor = c;',
 | 
	
		
			
				|  |  | +'	 gl_FragColor.a *= step(vCounters,visibility);',
 | 
	
		
			
				|  |  | +'}' ];
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	function check( v, d ) {
 | 
	
		
			
				|  |  | +		if( v === undefined ) return d;
 | 
	
		
			
				|  |  | +		return v;
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	THREE.Material.call( this );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	parameters = parameters || {};
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.lineWidth = check( parameters.lineWidth, 1 );
 | 
	
		
			
				|  |  | +	this.map = check( parameters.map, null );
 | 
	
		
			
				|  |  | +	this.useMap = check( parameters.useMap, 0 );
 | 
	
		
			
				|  |  | +	this.alphaMap = check( parameters.alphaMap, null );
 | 
	
		
			
				|  |  | +	this.useAlphaMap = check( parameters.useAlphaMap, 0 );
 | 
	
		
			
				|  |  | +	this.color = check( parameters.color, new THREE.Color( 0xffffff ) );
 | 
	
		
			
				|  |  | +	this.opacity = check( parameters.opacity, 1 );
 | 
	
		
			
				|  |  | +	this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) );
 | 
	
		
			
				|  |  | +	this.sizeAttenuation = check( parameters.sizeAttenuation, 1 );
 | 
	
		
			
				|  |  | +	this.near = check( parameters.near, 1 );
 | 
	
		
			
				|  |  | +	this.far = check( parameters.far, 1 );
 | 
	
		
			
				|  |  | +	this.dashArray = check( parameters.dashArray, [] );
 | 
	
		
			
				|  |  | +	this.useDash = ( this.dashArray !== [] ) ? 1 : 0;
 | 
	
		
			
				|  |  | +	this.visibility = check( parameters.visibility, 1 );
 | 
	
		
			
				|  |  | +	this.alphaTest = check( parameters.alphaTest, 0 );
 | 
	
		
			
				|  |  | +	this.repeat = check( parameters.repeat, new THREE.Vector2( 1, 1 ) );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	var material = new THREE.RawShaderMaterial( {
 | 
	
		
			
				|  |  | +		uniforms:{
 | 
	
		
			
				|  |  | +			lineWidth: { type: 'f', value: this.lineWidth },
 | 
	
		
			
				|  |  | +			map: { type: 't', value: this.map },
 | 
	
		
			
				|  |  | +			useMap: { type: 'f', value: this.useMap },
 | 
	
		
			
				|  |  | +			alphaMap: { type: 't', value: this.alphaMap },
 | 
	
		
			
				|  |  | +			useAlphaMap: { type: 'f', value: this.useAlphaMap },
 | 
	
		
			
				|  |  | +			color: { type: 'c', value: this.color },
 | 
	
		
			
				|  |  | +			opacity: { type: 'f', value: this.opacity },
 | 
	
		
			
				|  |  | +			resolution: { type: 'v2', value: this.resolution },
 | 
	
		
			
				|  |  | +			sizeAttenuation: { type: 'f', value: this.sizeAttenuation },
 | 
	
		
			
				|  |  | +			near: { type: 'f', value: this.near },
 | 
	
		
			
				|  |  | +			far: { type: 'f', value: this.far },
 | 
	
		
			
				|  |  | +			dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) },
 | 
	
		
			
				|  |  | +			useDash: { type: 'f', value: this.useDash },
 | 
	
		
			
				|  |  | +			visibility: {type: 'f', value: this.visibility},
 | 
	
		
			
				|  |  | +			alphaTest: {type: 'f', value: this.alphaTest},
 | 
	
		
			
				|  |  | +			repeat: { type: 'v2', value: this.repeat }
 | 
	
		
			
				|  |  | +		},
 | 
	
		
			
				|  |  | +		vertexShader: vertexShaderSource.join( '\r\n' ),
 | 
	
		
			
				|  |  | +		fragmentShader: fragmentShaderSource.join( '\r\n' )
 | 
	
		
			
				|  |  | +	});
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	delete parameters.lineWidth;
 | 
	
		
			
				|  |  | +	delete parameters.map;
 | 
	
		
			
				|  |  | +	delete parameters.useMap;
 | 
	
		
			
				|  |  | +	delete parameters.alphaMap;
 | 
	
		
			
				|  |  | +	delete parameters.useAlphaMap;
 | 
	
		
			
				|  |  | +	delete parameters.color;
 | 
	
		
			
				|  |  | +	delete parameters.opacity;
 | 
	
		
			
				|  |  | +	delete parameters.resolution;
 | 
	
		
			
				|  |  | +	delete parameters.sizeAttenuation;
 | 
	
		
			
				|  |  | +	delete parameters.near;
 | 
	
		
			
				|  |  | +	delete parameters.far;
 | 
	
		
			
				|  |  | +	delete parameters.dashArray;
 | 
	
		
			
				|  |  | +	delete parameters.visibility;
 | 
	
		
			
				|  |  | +	delete parameters.alphaTest;
 | 
	
		
			
				|  |  | +	delete parameters.repeat;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	material.type = 'MeshLineMaterial';
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	material.setValues( parameters );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	return material;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +};
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +MeshLineMaterial.prototype = Object.create( THREE.Material.prototype );
 | 
	
		
			
				|  |  | +MeshLineMaterial.prototype.constructor = MeshLineMaterial;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +MeshLineMaterial.prototype.copy = function ( source ) {
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	THREE.Material.prototype.copy.call( this, source );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	this.lineWidth = source.lineWidth;
 | 
	
		
			
				|  |  | +	this.map = source.map;
 | 
	
		
			
				|  |  | +	this.useMap = source.useMap;
 | 
	
		
			
				|  |  | +	this.alphaMap = source.alphaMap;
 | 
	
		
			
				|  |  | +	this.useAlphaMap = source.useAlphaMap;
 | 
	
		
			
				|  |  | +	this.color.copy( source.color );
 | 
	
		
			
				|  |  | +	this.opacity = source.opacity;
 | 
	
		
			
				|  |  | +	this.resolution.copy( source.resolution );
 | 
	
		
			
				|  |  | +	this.sizeAttenuation = source.sizeAttenuation;
 | 
	
		
			
				|  |  | +	this.near = source.near;
 | 
	
		
			
				|  |  | +	this.far = source.far;
 | 
	
		
			
				|  |  | +	this.dashArray.copy( source.dashArray );
 | 
	
		
			
				|  |  | +	this.useDash = source.useDash;
 | 
	
		
			
				|  |  | +	this.visibility = source.visibility;
 | 
	
		
			
				|  |  | +	this.alphaTest = source.alphaTest;
 | 
	
		
			
				|  |  | +	this.repeat.copy( source.repeat );
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +	return this;
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +};
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +if( typeof exports !== 'undefined' ) {
 | 
	
		
			
				|  |  | +	if( typeof module !== 'undefined' && module.exports ) {
 | 
	
		
			
				|  |  | +		exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
 | 
	
		
			
				|  |  | +	}
 | 
	
		
			
				|  |  | +	exports.MeshLine = MeshLine;
 | 
	
		
			
				|  |  | +	exports.MeshLineMaterial = MeshLineMaterial;
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +else {
 | 
	
		
			
				|  |  | +	root.MeshLine = MeshLine;
 | 
	
		
			
				|  |  | +	root.MeshLineMaterial = MeshLineMaterial;
 | 
	
		
			
				|  |  | +}
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +}).call(this);
 | 
	
		
			
				|  |  | +
 |