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@jacopocolo
Created July 17, 2020 12:09
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MeshLine as module
import * as THREE from "https://threejs.org/build/three.module.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;
};
export { MeshLine, MeshLineMaterial };
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