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- 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);
- }
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