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206 lines
4.6 KiB
206 lines
4.6 KiB
2 years ago
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import {
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BufferAttribute,
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BufferGeometry,
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Color,
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DynamicDrawUsage,
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Matrix4,
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Mesh,
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MeshStandardMaterial,
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Vector3
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} from 'three';
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function TubePainter() {
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const BUFFER_SIZE = 1000000 * 3;
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const positions = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
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positions.usage = DynamicDrawUsage;
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const normals = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
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normals.usage = DynamicDrawUsage;
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const colors = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
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colors.usage = DynamicDrawUsage;
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const geometry = new BufferGeometry();
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geometry.setAttribute( 'position', positions );
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geometry.setAttribute( 'normal', normals );
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geometry.setAttribute( 'color', colors );
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geometry.drawRange.count = 0;
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const material = new MeshStandardMaterial( {
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vertexColors: true
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} );
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const mesh = new Mesh( geometry, material );
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mesh.frustumCulled = false;
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//
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function getPoints( size ) {
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const PI2 = Math.PI * 2;
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const sides = 10;
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const array = [];
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const radius = 0.01 * size;
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for ( let i = 0; i < sides; i ++ ) {
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const angle = ( i / sides ) * PI2;
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array.push( new Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) );
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}
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return array;
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}
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//
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const vector1 = new Vector3();
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const vector2 = new Vector3();
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const vector3 = new Vector3();
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const vector4 = new Vector3();
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const color = new Color( 0xffffff );
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let size = 1;
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function stroke( position1, position2, matrix1, matrix2 ) {
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if ( position1.distanceToSquared( position2 ) === 0 ) return;
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let count = geometry.drawRange.count;
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const points = getPoints( size );
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for ( let i = 0, il = points.length; i < il; i ++ ) {
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const vertex1 = points[ i ];
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const vertex2 = points[ ( i + 1 ) % il ];
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// positions
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vector1.copy( vertex1 ).applyMatrix4( matrix2 ).add( position2 );
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vector2.copy( vertex2 ).applyMatrix4( matrix2 ).add( position2 );
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vector3.copy( vertex2 ).applyMatrix4( matrix1 ).add( position1 );
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vector4.copy( vertex1 ).applyMatrix4( matrix1 ).add( position1 );
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vector1.toArray( positions.array, ( count + 0 ) * 3 );
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vector2.toArray( positions.array, ( count + 1 ) * 3 );
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vector4.toArray( positions.array, ( count + 2 ) * 3 );
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vector2.toArray( positions.array, ( count + 3 ) * 3 );
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vector3.toArray( positions.array, ( count + 4 ) * 3 );
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vector4.toArray( positions.array, ( count + 5 ) * 3 );
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// normals
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vector1.copy( vertex1 ).applyMatrix4( matrix2 ).normalize();
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vector2.copy( vertex2 ).applyMatrix4( matrix2 ).normalize();
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vector3.copy( vertex2 ).applyMatrix4( matrix1 ).normalize();
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vector4.copy( vertex1 ).applyMatrix4( matrix1 ).normalize();
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vector1.toArray( normals.array, ( count + 0 ) * 3 );
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vector2.toArray( normals.array, ( count + 1 ) * 3 );
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vector4.toArray( normals.array, ( count + 2 ) * 3 );
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vector2.toArray( normals.array, ( count + 3 ) * 3 );
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vector3.toArray( normals.array, ( count + 4 ) * 3 );
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vector4.toArray( normals.array, ( count + 5 ) * 3 );
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// colors
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color.toArray( colors.array, ( count + 0 ) * 3 );
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color.toArray( colors.array, ( count + 1 ) * 3 );
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color.toArray( colors.array, ( count + 2 ) * 3 );
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color.toArray( colors.array, ( count + 3 ) * 3 );
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color.toArray( colors.array, ( count + 4 ) * 3 );
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color.toArray( colors.array, ( count + 5 ) * 3 );
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count += 6;
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}
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geometry.drawRange.count = count;
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}
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//
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const up = new Vector3( 0, 1, 0 );
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const point1 = new Vector3();
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const point2 = new Vector3();
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const matrix1 = new Matrix4();
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const matrix2 = new Matrix4();
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function moveTo( position ) {
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point1.copy( position );
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matrix1.lookAt( point2, point1, up );
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point2.copy( position );
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matrix2.copy( matrix1 );
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}
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function lineTo( position ) {
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point1.copy( position );
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matrix1.lookAt( point2, point1, up );
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stroke( point1, point2, matrix1, matrix2 );
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point2.copy( point1 );
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matrix2.copy( matrix1 );
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}
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function setSize( value ) {
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size = value;
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}
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//
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let count = 0;
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function update() {
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const start = count;
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const end = geometry.drawRange.count;
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if ( start === end ) return;
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positions.updateRange.offset = start * 3;
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positions.updateRange.count = ( end - start ) * 3;
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positions.needsUpdate = true;
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normals.updateRange.offset = start * 3;
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normals.updateRange.count = ( end - start ) * 3;
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normals.needsUpdate = true;
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colors.updateRange.offset = start * 3;
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colors.updateRange.count = ( end - start ) * 3;
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colors.needsUpdate = true;
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count = geometry.drawRange.count;
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}
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return {
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mesh: mesh,
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moveTo: moveTo,
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lineTo: lineTo,
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setSize: setSize,
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update: update
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};
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}
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export { TubePainter };
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