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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - lines - fat</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank">three.js</a> - fat lines raycasting</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GPUStatsPanel } from 'three/addons/utils/GPUStatsPanel.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { LineMaterial } from 'three/addons/lines/LineMaterial.js';
import { LineSegments2 } from 'three/addons/lines/LineSegments2.js';
import { LineSegmentsGeometry } from 'three/addons/lines/LineSegmentsGeometry.js';
import { Line2 } from 'three/addons/lines/Line2.js';
import { LineGeometry } from 'three/addons/lines/LineGeometry.js';
let line, thresholdLine, segments, thresholdSegments;
let renderer, scene, camera, camera2, controls;
let raycaster, sphereInter, sphereOnLine;
let matLine, matThresholdLine;
let stats, gpuPanel;
let gui;
// viewport
let insetWidth;
let insetHeight;
const pointer = new THREE.Vector2( Infinity, Infinity );
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setClearColor( 0x000000, 0.0 );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( - 40, 0, 60 );
camera2 = new THREE.PerspectiveCamera( 40, 1, 1, 1000 );
camera2.position.copy( camera.position );
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 10;
controls.maxDistance = 500;
raycaster = new THREE.Raycaster();
raycaster.params.Line2 = {};
raycaster.params.Line2.threshold = 0;
const sphereGeometry = new THREE.SphereGeometry( 0.25 );
const sphereInterMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, depthTest: false } );
const sphereOnLineMaterial = new THREE.MeshBasicMaterial( { color: 0x00ff00, depthTest: false } );
sphereInter = new THREE.Mesh( sphereGeometry, sphereInterMaterial );
sphereOnLine = new THREE.Mesh( sphereGeometry, sphereOnLineMaterial );
sphereInter.visible = false;
sphereOnLine.visible = false;
sphereInter.renderOrder = 10;
sphereOnLine.renderOrder = 10;
scene.add( sphereInter );
scene.add( sphereOnLine );
// Position and THREE.Color Data
const positions = [];
const colors = [];
const points = [];
for ( let i = - 50; i < 50; i ++ ) {
const t = i / 3;
points.push( new THREE.Vector3( t * Math.sin( 2 * t ), t, t * Math.cos( 2 * t ) ) );
}
const spline = new THREE.CatmullRomCurve3( points );
const divisions = Math.round( 3 * points.length );
const point = new THREE.Vector3();
const color = new THREE.Color();
for ( let i = 0, l = divisions; i < l; i ++ ) {
const t = i / l;
spline.getPoint( t, point );
positions.push( point.x, point.y, point.z );
color.setHSL( t, 1.0, 0.5 );
colors.push( color.r, color.g, color.b );
}
const lineGeometry = new LineGeometry();
lineGeometry.setPositions( positions );
lineGeometry.setColors( colors );
const segmentsGeometry = new LineSegmentsGeometry();
segmentsGeometry.setPositions( positions );
segmentsGeometry.setColors( colors );
matLine = new LineMaterial( {
color: 0xffffff,
linewidth: 1, // in world units with size attenuation, pixels otherwise
worldUnits: true,
vertexColors: true,
//resolution: // to be set by renderer, eventually
alphaToCoverage: true,
} );
matThresholdLine = new LineMaterial( {
color: 0xffffff,
linewidth: matLine.linewidth, // in world units with size attenuation, pixels otherwise
worldUnits: true,
// vertexColors: true,
transparent: true,
opacity: 0.2,
depthTest: false,
visible: false,
//resolution: // to be set by renderer, eventually
} );
segments = new LineSegments2( segmentsGeometry, matLine );
segments.computeLineDistances();
segments.scale.set( 1, 1, 1 );
scene.add( segments );
segments.visible = false;
thresholdSegments = new LineSegments2( segmentsGeometry, matThresholdLine );
thresholdSegments.computeLineDistances();
thresholdSegments.scale.set( 1, 1, 1 );
scene.add( thresholdSegments );
thresholdSegments.visible = false;
line = new Line2( lineGeometry, matLine );
line.computeLineDistances();
line.scale.set( 1, 1, 1 );
scene.add( line );
thresholdLine = new Line2( lineGeometry, matThresholdLine );
thresholdLine.computeLineDistances();
thresholdLine.scale.set( 1, 1, 1 );
scene.add( thresholdLine );
const geo = new THREE.BufferGeometry();
geo.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geo.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
//
document.addEventListener( 'pointermove', onPointerMove );
window.addEventListener( 'resize', onWindowResize );
onWindowResize();
stats = new Stats();
document.body.appendChild( stats.dom );
gpuPanel = new GPUStatsPanel( renderer.getContext() );
stats.addPanel( gpuPanel );
stats.showPanel( 0 );
initGui();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
insetWidth = window.innerHeight / 4; // square
insetHeight = window.innerHeight / 4;
camera2.aspect = insetWidth / insetHeight;
camera2.updateProjectionMatrix();
}
function onPointerMove( event ) {
pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function animate() {
requestAnimationFrame( animate );
stats.update();
// main scene
renderer.setClearColor( 0x000000, 0 );
renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
raycaster.setFromCamera( pointer, camera );
// renderer will set this eventually
// set the new resolution before raycasting so it is set correctly
matLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport
matThresholdLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport
const obj = line.visible ? line : segments;
const intersects = raycaster.intersectObject( obj, true );
if ( intersects.length > 0 ) {
sphereInter.visible = true;
sphereOnLine.visible = true;
sphereInter.position.copy( intersects[ 0 ].point );
sphereOnLine.position.copy( intersects[ 0 ].pointOnLine );
const i = intersects[ 0 ].faceIndex;
const colors = obj.geometry.getAttribute( 'instanceColorStart' );
const color = new THREE.Color().setRGB( colors.getX( i ), colors.getY( i ), colors.getZ( i ) );
sphereInter.material.color.copy( color.clone().offsetHSL( 0.3, 0, 0 ) );
sphereOnLine.material.color.copy( color.clone().offsetHSL( 0.7, 0, 0 ) );
renderer.domElement.style.cursor = 'crosshair';
} else {
sphereInter.visible = false;
sphereOnLine.visible = false;
renderer.domElement.style.cursor = '';
}
gpuPanel.startQuery();
renderer.render( scene, camera );
gpuPanel.endQuery();
// inset scene
renderer.setClearColor( 0x222222, 1 );
renderer.clearDepth(); // important!
renderer.setScissorTest( true );
renderer.setScissor( 20, 20, insetWidth, insetHeight );
renderer.setViewport( 20, 20, insetWidth, insetHeight );
camera2.position.copy( camera.position );
camera2.quaternion.copy( camera.quaternion );
// renderer will set this eventually
matLine.resolution.set( insetWidth, insetHeight ); // resolution of the inset viewport
renderer.render( scene, camera2 );
renderer.setScissorTest( false );
}
//
function switchLine( val ) {
switch ( val ) {
case 0:
line.visible = true;
thresholdLine.visible = true;
segments.visible = false;
thresholdSegments.visible = false;
break;
case 1:
line.visible = false;
thresholdLine.visible = false;
segments.visible = true;
thresholdSegments.visible = true;
break;
}
}
function initGui() {
gui = new GUI();
const param = {
'line type': 0,
'world units': matLine.worldUnits,
'visualize threshold': matThresholdLine.visible,
'width': matLine.linewidth,
'alphaToCoverage': matLine.alphaToCoverage,
'threshold': raycaster.params.Line2.threshold
};
gui.add( param, 'line type', { 'LineGeometry': 0, 'LineSegmentsGeometry': 1 } ).onChange( function ( val ) {
switchLine( val );
} ).setValue( 1 );
gui.add( param, 'world units' ).onChange( function ( val ) {
matLine.worldUnits = val;
matLine.needsUpdate = true;
matThresholdLine.worldUnits = val;
matThresholdLine.needsUpdate = true;
} );
gui.add( param, 'visualize threshold' ).onChange( function ( val ) {
matThresholdLine.visible = val;
} );
gui.add( param, 'width', 1, 10 ).onChange( function ( val ) {
matLine.linewidth = val;
matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;
} );
gui.add( param, 'alphaToCoverage' ).onChange( function ( val ) {
matLine.alphaToCoverage = val;
} );
gui.add( param, 'threshold', 0, 10 ).onChange( function ( val ) {
raycaster.params.Line2.threshold = val;
matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;
} );
}
</script>
</body>
</html>