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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /modifiers /CurveModifier.js
| var __defProp = Object.defineProperty; | |
| var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; | |
| var __publicField = (obj, key, value) => { | |
| __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); | |
| return value; | |
| }; | |
| import { DataTexture, RGBAFormat, FloatType, RepeatWrapping, NearestFilter, Mesh, InstancedMesh, DynamicDrawUsage, Matrix4 } from "three"; | |
| const CHANNELS = 4; | |
| const TEXTURE_WIDTH = 1024; | |
| const TEXTURE_HEIGHT = 4; | |
| const initSplineTexture = (numberOfCurves = 1) => { | |
| const dataArray = new Float32Array(TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS); | |
| const dataTexture = new DataTexture(dataArray, TEXTURE_WIDTH, TEXTURE_HEIGHT * numberOfCurves, RGBAFormat, FloatType); | |
| dataTexture.wrapS = RepeatWrapping; | |
| dataTexture.wrapT = RepeatWrapping; | |
| dataTexture.magFilter = NearestFilter; | |
| dataTexture.needsUpdate = true; | |
| return dataTexture; | |
| }; | |
| const 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; | |
| }; | |
| const setTextureValue = (texture, index, x, y, z, o) => { | |
| const image = texture.image; | |
| const { data } = image; | |
| const i = CHANNELS * TEXTURE_WIDTH * o; | |
| data[index * CHANNELS + i + 0] = x; | |
| data[index * CHANNELS + i + 1] = y; | |
| data[index * CHANNELS + i + 2] = z; | |
| data[index * CHANNELS + i + 3] = 1; | |
| }; | |
| const getUniforms = (splineTexture) => ({ | |
| 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 } | |
| }); | |
| 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 = ( | |
| /* glsl */ | |
| ` | |
| 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} | |
| `.replace("#include <beginnormal_vertex>", "").replace("#include <defaultnormal_vertex>", "").replace("#include <begin_vertex>", "").replace( | |
| /void\s*main\s*\(\)\s*\{/, | |
| /* glsl */ | |
| ` | |
| 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>", | |
| /* glsl */ | |
| `vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 ); | |
| gl_Position = projectionMatrix * mvPosition;` | |
| ) | |
| ); | |
| shader.vertexShader = vertexShader; | |
| }; | |
| } | |
| 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) { | |
| __publicField(this, "curveArray"); | |
| __publicField(this, "curveLengthArray"); | |
| __publicField(this, "object3D"); | |
| __publicField(this, "splineTexure"); | |
| __publicField(this, "uniforms"); | |
| const obj3D = mesh.clone(); | |
| const splineTexure = initSplineTexture(numberOfCurves); | |
| const uniforms = getUniforms(splineTexure); | |
| obj3D.traverse((child) => { | |
| if (child instanceof Mesh || child instanceof 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 = /* @__PURE__ */ new Matrix4(); | |
| 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 InstancedMesh(geometry, material, count); | |
| mesh.instanceMatrix.setUsage(DynamicDrawUsage); | |
| mesh.frustumCulled = false; | |
| super(mesh, curveCount); | |
| __publicField(this, "offsets"); | |
| __publicField(this, "whichCurve"); | |
| 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); | |
| } | |
| } | |
| export { | |
| Flow, | |
| InstancedFlow, | |
| getUniforms, | |
| initSplineTexture, | |
| modifyShader, | |
| updateSplineTexture | |
| }; | |
| //# sourceMappingURL=CurveModifier.js.map | |
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