You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
310 lines
9.1 KiB
310 lines
9.1 KiB
2 years ago
|
( function () {
|
||
|
|
||
|
// Original src: https://github.com/zz85/threejs-path-flow
|
||
|
const CHANNELS = 4;
|
||
|
const TEXTURE_WIDTH = 1024;
|
||
|
const TEXTURE_HEIGHT = 4;
|
||
|
|
||
|
/**
|
||
|
* Make a new THREE.DataTexture to store the descriptions of the curves.
|
||
|
*
|
||
|
* @param { number } numberOfCurves the number of curves needed to be described by this texture.
|
||
|
*/
|
||
|
function initSplineTexture( numberOfCurves = 1 ) {
|
||
|
|
||
|
const dataArray = new Float32Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS );
|
||
|
const dataTexture = new THREE.DataTexture( dataArray, TEXTURE_WIDTH, TEXTURE_HEIGHT * numberOfCurves, THREE.RGBAFormat, THREE.FloatType );
|
||
|
dataTexture.wrapS = THREE.RepeatWrapping;
|
||
|
dataTexture.wrapY = THREE.RepeatWrapping;
|
||
|
dataTexture.magFilter = THREE.NearestFilter;
|
||
|
dataTexture.needsUpdate = true;
|
||
|
return dataTexture;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Write the curve description to the data texture
|
||
|
*
|
||
|
* @param { THREE.DataTexture } texture The THREE.DataTexture to write to
|
||
|
* @param { Curve } splineCurve The curve to describe
|
||
|
* @param { number } offset Which curve slot to write to
|
||
|
*/
|
||
|
function updateSplineTexture( texture, splineCurve, offset = 0 ) {
|
||
|
|
||
|
const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) );
|
||
|
splineCurve.arcLengthDivisions = numberOfPoints / 2;
|
||
|
splineCurve.updateArcLengths();
|
||
|
const points = splineCurve.getSpacedPoints( numberOfPoints );
|
||
|
const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true );
|
||
|
for ( let i = 0; i < numberOfPoints; i ++ ) {
|
||
|
|
||
|
const rowOffset = Math.floor( i / TEXTURE_WIDTH );
|
||
|
const rowIndex = i % TEXTURE_WIDTH;
|
||
|
let pt = points[ i ];
|
||
|
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + TEXTURE_HEIGHT * offset );
|
||
|
pt = frenetFrames.tangents[ i ];
|
||
|
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + TEXTURE_HEIGHT * offset );
|
||
|
pt = frenetFrames.normals[ i ];
|
||
|
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + TEXTURE_HEIGHT * offset );
|
||
|
pt = frenetFrames.binormals[ i ];
|
||
|
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + TEXTURE_HEIGHT * offset );
|
||
|
|
||
|
}
|
||
|
|
||
|
texture.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
function setTextureValue( texture, index, x, y, z, o ) {
|
||
|
|
||
|
const image = texture.image;
|
||
|
const {
|
||
|
data
|
||
|
} = image;
|
||
|
const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset
|
||
|
data[ index * CHANNELS + i + 0 ] = x;
|
||
|
data[ index * CHANNELS + i + 1 ] = y;
|
||
|
data[ index * CHANNELS + i + 2 ] = z;
|
||
|
data[ index * CHANNELS + i + 3 ] = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Create a new set of uniforms for describing the curve modifier
|
||
|
*
|
||
|
* @param { THREE.DataTexture } Texture which holds the curve description
|
||
|
*/
|
||
|
function getUniforms( splineTexture ) {
|
||
|
|
||
|
const uniforms = {
|
||
|
spineTexture: {
|
||
|
value: splineTexture
|
||
|
},
|
||
|
pathOffset: {
|
||
|
type: 'f',
|
||
|
value: 0
|
||
|
},
|
||
|
// time of path curve
|
||
|
pathSegment: {
|
||
|
type: 'f',
|
||
|
value: 1
|
||
|
},
|
||
|
// fractional length of path
|
||
|
spineOffset: {
|
||
|
type: 'f',
|
||
|
value: 161
|
||
|
},
|
||
|
spineLength: {
|
||
|
type: 'f',
|
||
|
value: 400
|
||
|
},
|
||
|
flow: {
|
||
|
type: 'i',
|
||
|
value: 1
|
||
|
}
|
||
|
};
|
||
|
return uniforms;
|
||
|
|
||
|
}
|
||
|
|
||
|
function modifyShader( material, uniforms, numberOfCurves = 1 ) {
|
||
|
|
||
|
if ( material.__ok ) return;
|
||
|
material.__ok = true;
|
||
|
material.onBeforeCompile = shader => {
|
||
|
|
||
|
if ( shader.__modified ) return;
|
||
|
shader.__modified = true;
|
||
|
Object.assign( shader.uniforms, uniforms );
|
||
|
const vertexShader = `
|
||
|
uniform sampler2D spineTexture;
|
||
|
uniform float pathOffset;
|
||
|
uniform float pathSegment;
|
||
|
uniform float spineOffset;
|
||
|
uniform float spineLength;
|
||
|
uniform int flow;
|
||
|
|
||
|
float textureLayers = ${TEXTURE_HEIGHT * numberOfCurves}.;
|
||
|
float textureStacks = ${TEXTURE_HEIGHT / 4}.;
|
||
|
|
||
|
${shader.vertexShader}
|
||
|
`
|
||
|
// chunk import moved in front of modified shader below
|
||
|
.replace( '#include <beginnormal_vertex>', '' )
|
||
|
|
||
|
// vec3 transformedNormal declaration overriden below
|
||
|
.replace( '#include <defaultnormal_vertex>', '' )
|
||
|
|
||
|
// vec3 transformed declaration overriden below
|
||
|
.replace( '#include <begin_vertex>', '' )
|
||
|
|
||
|
// shader override
|
||
|
.replace( /void\s*main\s*\(\)\s*\{/, `
|
||
|
void main() {
|
||
|
#include <beginnormal_vertex>
|
||
|
|
||
|
vec4 worldPos = modelMatrix * vec4(position, 1.);
|
||
|
|
||
|
bool bend = flow > 0;
|
||
|
float xWeight = bend ? 0. : 1.;
|
||
|
|
||
|
#ifdef USE_INSTANCING
|
||
|
float pathOffsetFromInstanceMatrix = instanceMatrix[3][2];
|
||
|
float spineLengthFromInstanceMatrix = instanceMatrix[3][0];
|
||
|
float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.;
|
||
|
float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks;
|
||
|
#else
|
||
|
float spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.;
|
||
|
float mt = (spinePortion * pathSegment + pathOffset)*textureStacks;
|
||
|
#endif
|
||
|
|
||
|
mt = mod(mt, textureStacks);
|
||
|
float rowOffset = floor(mt);
|
||
|
|
||
|
#ifdef USE_INSTANCING
|
||
|
rowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.;
|
||
|
#endif
|
||
|
|
||
|
vec3 spinePos = texture2D(spineTexture, vec2(mt, (0. + rowOffset + 0.5) / textureLayers)).xyz;
|
||
|
vec3 a = texture2D(spineTexture, vec2(mt, (1. + rowOffset + 0.5) / textureLayers)).xyz;
|
||
|
vec3 b = texture2D(spineTexture, vec2(mt, (2. + rowOffset + 0.5) / textureLayers)).xyz;
|
||
|
vec3 c = texture2D(spineTexture, vec2(mt, (3. + rowOffset + 0.5) / textureLayers)).xyz;
|
||
|
mat3 basis = mat3(a, b, c);
|
||
|
|
||
|
vec3 transformed = basis
|
||
|
* vec3(worldPos.x * xWeight, worldPos.y * 1., worldPos.z * 1.)
|
||
|
+ spinePos;
|
||
|
|
||
|
vec3 transformedNormal = normalMatrix * (basis * objectNormal);
|
||
|
` ).replace( '#include <project_vertex>', `vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
|
||
|
gl_Position = projectionMatrix * mvPosition;` );
|
||
|
shader.vertexShader = vertexShader;
|
||
|
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* A helper class for making meshes bend aroudn curves
|
||
|
*/
|
||
|
class Flow {
|
||
|
|
||
|
/**
|
||
|
* @param {Mesh} mesh The mesh to clone and modify to bend around the curve
|
||
|
* @param {number} numberOfCurves The amount of space that should preallocated for additional curves
|
||
|
*/
|
||
|
constructor( mesh, numberOfCurves = 1 ) {
|
||
|
|
||
|
const obj3D = mesh.clone();
|
||
|
const splineTexure = initSplineTexture( numberOfCurves );
|
||
|
const uniforms = getUniforms( splineTexure );
|
||
|
obj3D.traverse( function ( child ) {
|
||
|
|
||
|
if ( child instanceof THREE.Mesh || child instanceof THREE.InstancedMesh ) {
|
||
|
|
||
|
child.material = child.material.clone();
|
||
|
modifyShader( child.material, uniforms, numberOfCurves );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
this.curveArray = new Array( numberOfCurves );
|
||
|
this.curveLengthArray = new Array( numberOfCurves );
|
||
|
this.object3D = obj3D;
|
||
|
this.splineTexure = splineTexure;
|
||
|
this.uniforms = uniforms;
|
||
|
|
||
|
}
|
||
|
updateCurve( index, curve ) {
|
||
|
|
||
|
if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' );
|
||
|
const curveLength = curve.getLength();
|
||
|
this.uniforms.spineLength.value = curveLength;
|
||
|
this.curveLengthArray[ index ] = curveLength;
|
||
|
this.curveArray[ index ] = curve;
|
||
|
updateSplineTexture( this.splineTexure, curve, index );
|
||
|
|
||
|
}
|
||
|
moveAlongCurve( amount ) {
|
||
|
|
||
|
this.uniforms.pathOffset.value += amount;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
const matrix = new THREE.Matrix4();
|
||
|
|
||
|
/**
|
||
|
* A helper class for creating instanced versions of flow, where the instances are placed on the curve.
|
||
|
*/
|
||
|
class InstancedFlow extends Flow {
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
* @param {number} count The number of instanced elements
|
||
|
* @param {number} curveCount The number of curves to preallocate for
|
||
|
* @param {Geometry} geometry The geometry to use for the instanced mesh
|
||
|
* @param {Material} material The material to use for the instanced mesh
|
||
|
*/
|
||
|
constructor( count, curveCount, geometry, material ) {
|
||
|
|
||
|
const mesh = new THREE.InstancedMesh( geometry, material, count );
|
||
|
mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage );
|
||
|
super( mesh, curveCount );
|
||
|
this.offsets = new Array( count ).fill( 0 );
|
||
|
this.whichCurve = new Array( count ).fill( 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The extra information about which curve and curve position is stored in the translation components of the matrix for the instanced objects
|
||
|
* This writes that information to the matrix and marks it as needing update.
|
||
|
*
|
||
|
* @param {number} index of the instanced element to update
|
||
|
*/
|
||
|
writeChanges( index ) {
|
||
|
|
||
|
matrix.makeTranslation( this.curveLengthArray[ this.whichCurve[ index ] ], this.whichCurve[ index ], this.offsets[ index ] );
|
||
|
this.object3D.setMatrixAt( index, matrix );
|
||
|
this.object3D.instanceMatrix.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Move an individual element along the curve by a specific amount
|
||
|
*
|
||
|
* @param {number} index Which element to update
|
||
|
* @param {number} offset Move by how much
|
||
|
*/
|
||
|
moveIndividualAlongCurve( index, offset ) {
|
||
|
|
||
|
this.offsets[ index ] += offset;
|
||
|
this.writeChanges( index );
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Select which curve to use for an element
|
||
|
*
|
||
|
* @param {number} index the index of the instanced element to update
|
||
|
* @param {number} curveNo the index of the curve it should use
|
||
|
*/
|
||
|
setCurve( index, curveNo ) {
|
||
|
|
||
|
if ( isNaN( curveNo ) ) throw Error( 'curve index being set is Not a Number (NaN)' );
|
||
|
this.whichCurve[ index ] = curveNo;
|
||
|
this.writeChanges( index );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
THREE.Flow = Flow;
|
||
|
THREE.InstancedFlow = InstancedFlow;
|
||
|
THREE.getUniforms = getUniforms;
|
||
|
THREE.initSplineTexture = initSplineTexture;
|
||
|
THREE.modifyShader = modifyShader;
|
||
|
THREE.updateSplineTexture = updateSplineTexture;
|
||
|
|
||
|
} )();
|