function MeshLine_plugin() { ;(function () { "use strict"; var root = this var has_require = typeof require !== 'undefined' var THREE = root.IV.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; // Used to raycast this.matrixWorld = new THREE.Matrix4(); } MeshLine.prototype.setMatrixWorld = function (matrixWorld) { this.matrixWorld = matrixWorld; } MeshLine.prototype.setGeometry = function (g, c) { this.widthCallback = c; this.positions = []; this.counters = []; // g.computeBoundingBox(); // g.computeBoundingSphere(); // set the normals // g.computeVertexNormals(); 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.raycast = (function () { var inverseMatrix = new THREE.Matrix4(); var ray = new THREE.Ray(); var sphere = new THREE.Sphere(); return function raycast(raycaster, intersects) { var precision = raycaster.linePrecision; var precisionSq = precision * precision; var geometry = this.geometry; if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); // Checking boundingSphere distance to ray sphere.copy(geometry.boundingSphere); sphere.applyMatrix4(this.matrixWorld); if (raycaster.ray.intersectSphere(sphere) === 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 interRay = new THREE.Vector3(); var step = this instanceof THREE.LineSegments ? 2 : 1; if (geometry instanceof THREE.BufferGeometry) { var index = geometry.index; var attributes = geometry.attributes; if (index !== null) { var indices = index.array; var positions = attributes.position.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 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 }); } } else { var positions = attributes.position.array; for (var i = 0, l = positions.length / 3 - 1; i < l; i += step) { vStart.fromArray(positions, 3 * i); vEnd.fromArray(positions, 3 * i + 3); 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 }); } } } else if (geometry instanceof THREE.Geometry) { var vertices = geometry.vertices; var nbVertices = vertices.length; for (var i = 0; i < nbVertices - 1; i += step) { var distSq = ray.distanceSqToSegment(vertices[i], vertices[i + 1], 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 }); } } }; }()); 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; }; 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 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;', '', THREE.ShaderChunk.logdepthbuf_vertex, THREE.ShaderChunk.fog_vertex && ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', THREE.ShaderChunk.fog_vertex, '}' ].join('\r\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('\r\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}, near: {value: 1}, far: {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; } }, near: { enumerable: true, get: function () { return this.uniforms.near.value; }, set: function (value) { this.uniforms.near.value = value; } }, far: { enumerable: true, get: function () { return this.uniforms.far.value; }, set: function (value) { this.uniforms.far.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.near = source.near; this.far = source.far; 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}; } exports.MeshLine = MeshLine; exports.MeshLineMaterial = MeshLineMaterial; } else { root.MeshLine = MeshLine; root.MeshLineMaterial = MeshLineMaterial; } }).call(this); }