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- ;(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() {
- THREE.BufferGeometry.call(this)
- this.type = 'MeshLine'
- this.positions = []
- this.previous = []
- this.next = []
- this.side = []
- this.width = []
- this.indices_array = []
- this.uvs = []
- this.counters = []
- this._points = []
- this._geom = null
- this.widthCallback = null
- // Used to raycast
- this.matrixWorld = new THREE.Matrix4()
- Object.defineProperties(this, {
- // this is now a bufferGeometry
- // add getter to support previous api
- geometry: {
- enumerable: true,
- get: function() {
- return this
- },
- },
- geom: {
- enumerable: true,
- get: function() {
- return this._geom
- },
- set: function(value) {
- this.setGeometry(value, this.widthCallback)
- },
- },
- // for declaritive architectures
- // to return the same value that sets the points
- // eg. this.points = points
- // console.log(this.points) -> points
- points: {
- enumerable: true,
- get: function() {
- return this._points
- },
- set: function(value) {
- this.setPoints(value, this.widthCallback)
- },
- },
- })
- }
- MeshLine.prototype = Object.create(THREE.BufferGeometry.prototype)
- MeshLine.prototype.constructor = MeshLine
- MeshLine.prototype.isMeshLine = true
- MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
- this.matrixWorld = matrixWorld
- }
- // setting via a geometry is rather superfluous
- // as you're creating a unecessary geometry just to throw away
- // but exists to support previous api
- MeshLine.prototype.setGeometry = function(g, c) {
- // as the input geometry are mutated we store them
- // for later retreival when necessary (declaritive architectures)
- this._geometry = g;
- if (g instanceof THREE.Geometry) {
- this.setPoints(g.vertices, c);
- } else if (g instanceof THREE.BufferGeometry) {
- this.setPoints(g.getAttribute("position").array, c);
- } else {
- this.setPoints(g, c);
- }
- }
- MeshLine.prototype.setPoints = function(points, wcb) {
- if (!(points instanceof Float32Array) && !(points instanceof Array)) {
- console.error(
- "ERROR: The BufferArray of points is not instancied correctly."
- );
- return;
- }
- // as the points are mutated we store them
- // for later retreival when necessary (declaritive architectures)
- this._points = points;
- this.widthCallback = wcb;
- this.positions = [];
- this.counters = [];
- if (points.length && points[0] instanceof THREE.Vector3) {
- // could transform Vector3 array into the array used below
- // but this approach will only loop through the array once
- // and is more performant
- for (var j = 0; j < points.length; j++) {
- var p = points[j];
- var c = j / points.length;
- this.positions.push(p.x, p.y, p.z);
- this.positions.push(p.x, p.y, p.z);
- this.counters.push(c);
- this.counters.push(c);
- }
- } else {
- for (var j = 0; j < points.length; j += 3) {
- var c = j / points.length;
- this.positions.push(points[j], points[j + 1], points[j + 2]);
- this.positions.push(points[j], points[j + 1], points[j + 2]);
- this.counters.push(c);
- this.counters.push(c);
- }
- }
- this.process();
- }
- function MeshLineRaycast(raycaster, intersects) {
- var inverseMatrix = new THREE.Matrix4()
- var ray = new THREE.Ray()
- var sphere = new THREE.Sphere()
- var interRay = new THREE.Vector3()
- var geometry = this.geometry
- // Checking boundingSphere distance to ray
- sphere.copy(geometry.boundingSphere)
- sphere.applyMatrix4(this.matrixWorld)
- if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
- return
- }
- inverseMatrix.getInverse(this.matrixWorld)
- ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)
- var vStart = new THREE.Vector3()
- var vEnd = new THREE.Vector3()
- var interSegment = new THREE.Vector3()
- var step = this instanceof THREE.LineSegments ? 2 : 1
- var index = geometry.index
- var attributes = geometry.attributes
- if (index !== null) {
- var indices = index.array
- var positions = attributes.position.array
- var widths = attributes.width.array
- for (var i = 0, l = indices.length - 1; i < l; i += step) {
- var a = indices[i]
- var b = indices[i + 1]
- vStart.fromArray(positions, a * 3)
- vEnd.fromArray(positions, b * 3)
- var width = widths[Math.floor(i / 3)] != undefined ? widths[Math.floor(i / 3)] : 1
- var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
- var precisionSq = precision * precision
- var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment)
- if (distSq > precisionSq) continue
- interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation
- var distance = raycaster.ray.origin.distanceTo(interRay)
- if (distance < raycaster.near || distance > raycaster.far) continue
- intersects.push({
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4(this.matrixWorld),
- index: i,
- face: null,
- faceIndex: null,
- object: this,
- })
- // make event only fire once
- i = l
- }
- }
- }
- MeshLine.prototype.raycast = MeshLineRaycast
- 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 = []
- var w
- var v
- // initial previous points
- 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; j++) {
- // sides
- this.side.push(1)
- this.side.push(-1)
- // widths
- if (this.widthCallback) w = this.widthCallback(j / (l - 1))
- else w = 1
- this.width.push(w)
- this.width.push(w)
- // uvs
- this.uvs.push(j / (l - 1), 0)
- this.uvs.push(j / (l - 1), 1)
- if (j < l - 1) {
- // points previous to poisitions
- v = this.copyV3(j)
- this.previous.push(v[0], v[1], v[2])
- this.previous.push(v[0], v[1], v[2])
- // indices
- var n = j * 2
- this.indices_array.push(n, n + 1, n + 2)
- this.indices_array.push(n + 2, n + 1, n + 3)
- }
- if (j > 0) {
- // points after poisitions
- v = this.copyV3(j)
- this.next.push(v[0], v[1], v[2])
- this.next.push(v[0], v[1], v[2])
- }
- }
- // last next point
- 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])
- // redefining the attribute seems to prevent range errors
- // if the user sets a differing number of vertices
- if (!this._attributes || this._attributes.position.count !== this.positions.length) {
- 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.setAttribute('position', this._attributes.position)
- this.setAttribute('previous', this._attributes.previous)
- this.setAttribute('next', this._attributes.next)
- this.setAttribute('side', this._attributes.side)
- this.setAttribute('width', this._attributes.width)
- this.setAttribute('uv', this._attributes.uv)
- this.setAttribute('counters', this._attributes.counters)
- this.setIndex(this._attributes.index)
- this.computeBoundingSphere()
- this.computeBoundingBox()
- }
- 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
- }
- THREE.ShaderChunk['meshline_vert'] = [
- '',
- THREE.ShaderChunk.logdepthbuf_pars_vertex,
- THREE.ShaderChunk.fog_pars_vertex,
- '',
- 'attribute vec3 previous;',
- 'attribute vec3 next;',
- 'attribute float side;',
- 'attribute float width;',
- 'attribute float counters;',
- '',
- 'uniform vec2 resolution;',
- 'uniform float lineWidth;',
- 'uniform vec3 color;',
- 'uniform float opacity;',
- '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;',
- '',
- ' 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 w = 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;',
- ' vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',
- ' normal.xy *= .5 * w;',
- ' normal *= projectionMatrix;',
- ' if( sizeAttenuation == 0. ) {',
- ' normal.xy *= finalPosition.w;',
- ' normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',
- ' }',
- '',
- ' finalPosition.xy += normal.xy * side;',
- '',
- ' gl_Position = finalPosition;',
- '',
- THREE.ShaderChunk.logdepthbuf_vertex,
- THREE.ShaderChunk.fog_vertex && ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
- THREE.ShaderChunk.fog_vertex,
- '}',
- ].join('\n')
- THREE.ShaderChunk['meshline_frag'] = [
- '',
- THREE.ShaderChunk.fog_pars_fragment,
- THREE.ShaderChunk.logdepthbuf_pars_fragment,
- '',
- 'uniform sampler2D map;',
- 'uniform sampler2D alphaMap;',
- 'uniform float useMap;',
- 'uniform float useAlphaMap;',
- 'uniform float useDash;',
- 'uniform float dashArray;',
- 'uniform float dashOffset;',
- 'uniform float dashRatio;',
- 'uniform float visibility;',
- 'uniform float alphaTest;',
- 'uniform vec2 repeat;',
- '',
- 'varying vec2 vUV;',
- 'varying vec4 vColor;',
- 'varying float vCounters;',
- '',
- 'void main() {',
- '',
- THREE.ShaderChunk.logdepthbuf_fragment,
- '',
- ' 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. ){',
- ' c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
- ' }',
- ' gl_FragColor = c;',
- ' gl_FragColor.a *= step(vCounters, visibility);',
- '',
- THREE.ShaderChunk.fog_fragment,
- '}',
- ].join('\n')
- function MeshLineMaterial(parameters) {
- THREE.ShaderMaterial.call(this, {
- uniforms: Object.assign({}, THREE.UniformsLib.fog, {
- lineWidth: { value: 1 },
- map: { value: null },
- useMap: { value: 0 },
- alphaMap: { value: null },
- useAlphaMap: { value: 0 },
- color: { value: new THREE.Color(0xffffff) },
- opacity: { value: 1 },
- resolution: { value: new THREE.Vector2(1, 1) },
- sizeAttenuation: { value: 1 },
- dashArray: { value: 0 },
- dashOffset: { value: 0 },
- dashRatio: { value: 0.5 },
- useDash: { value: 0 },
- visibility: { value: 1 },
- alphaTest: { value: 0 },
- repeat: { value: new THREE.Vector2(1, 1) },
- }),
- vertexShader: THREE.ShaderChunk.meshline_vert,
- fragmentShader: THREE.ShaderChunk.meshline_frag,
- })
- this.type = 'MeshLineMaterial'
- Object.defineProperties(this, {
- lineWidth: {
- enumerable: true,
- get: function() {
- return this.uniforms.lineWidth.value
- },
- set: function(value) {
- this.uniforms.lineWidth.value = value
- },
- },
- map: {
- enumerable: true,
- get: function() {
- return this.uniforms.map.value
- },
- set: function(value) {
- this.uniforms.map.value = value
- },
- },
- useMap: {
- enumerable: true,
- get: function() {
- return this.uniforms.useMap.value
- },
- set: function(value) {
- this.uniforms.useMap.value = value
- },
- },
- alphaMap: {
- enumerable: true,
- get: function() {
- return this.uniforms.alphaMap.value
- },
- set: function(value) {
- this.uniforms.alphaMap.value = value
- },
- },
- useAlphaMap: {
- enumerable: true,
- get: function() {
- return this.uniforms.useAlphaMap.value
- },
- set: function(value) {
- this.uniforms.useAlphaMap.value = value
- },
- },
- color: {
- enumerable: true,
- get: function() {
- return this.uniforms.color.value
- },
- set: function(value) {
- this.uniforms.color.value = value
- },
- },
- opacity: {
- enumerable: true,
- get: function() {
- return this.uniforms.opacity.value
- },
- set: function(value) {
- this.uniforms.opacity.value = value
- },
- },
- resolution: {
- enumerable: true,
- get: function() {
- return this.uniforms.resolution.value
- },
- set: function(value) {
- this.uniforms.resolution.value.copy(value)
- },
- },
- sizeAttenuation: {
- enumerable: true,
- get: function() {
- return this.uniforms.sizeAttenuation.value
- },
- set: function(value) {
- this.uniforms.sizeAttenuation.value = value
- },
- },
- dashArray: {
- enumerable: true,
- get: function() {
- return this.uniforms.dashArray.value
- },
- set: function(value) {
- this.uniforms.dashArray.value = value
- this.useDash = value !== 0 ? 1 : 0
- },
- },
- dashOffset: {
- enumerable: true,
- get: function() {
- return this.uniforms.dashOffset.value
- },
- set: function(value) {
- this.uniforms.dashOffset.value = value
- },
- },
- dashRatio: {
- enumerable: true,
- get: function() {
- return this.uniforms.dashRatio.value
- },
- set: function(value) {
- this.uniforms.dashRatio.value = value
- },
- },
- useDash: {
- enumerable: true,
- get: function() {
- return this.uniforms.useDash.value
- },
- set: function(value) {
- this.uniforms.useDash.value = value
- },
- },
- visibility: {
- enumerable: true,
- get: function() {
- return this.uniforms.visibility.value
- },
- set: function(value) {
- this.uniforms.visibility.value = value
- },
- },
- alphaTest: {
- enumerable: true,
- get: function() {
- return this.uniforms.alphaTest.value
- },
- set: function(value) {
- this.uniforms.alphaTest.value = value
- },
- },
- repeat: {
- enumerable: true,
- get: function() {
- return this.uniforms.repeat.value
- },
- set: function(value) {
- this.uniforms.repeat.value.copy(value)
- },
- },
- })
- this.setValues(parameters)
- }
- MeshLineMaterial.prototype = Object.create(THREE.ShaderMaterial.prototype)
- MeshLineMaterial.prototype.constructor = MeshLineMaterial
- MeshLineMaterial.prototype.isMeshLineMaterial = true
- MeshLineMaterial.prototype.copy = function(source) {
- THREE.ShaderMaterial.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.dashArray.copy(source.dashArray)
- this.dashOffset.copy(source.dashOffset)
- this.dashRatio.copy(source.dashRatio)
- 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,
- MeshLineRaycast: MeshLineRaycast,
- }
- }
- exports.MeshLine = MeshLine
- exports.MeshLineMaterial = MeshLineMaterial
- exports.MeshLineRaycast = MeshLineRaycast
- } else {
- root.MeshLine = MeshLine
- root.MeshLineMaterial = MeshLineMaterial
- root.MeshLineRaycast = MeshLineRaycast
- }
- }.call(this))
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