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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /modifiers /CurveModifier.js
| // Original src: https://github.com/zz85/threejs-path-flow | |
| const CHANNELS = 4; | |
| const TEXTURE_WIDTH = 1024; | |
| const TEXTURE_HEIGHT = 4; | |
| import { | |
| DataTexture, | |
| RGBAFormat, | |
| FloatType, | |
| RepeatWrapping, | |
| Mesh, | |
| InstancedMesh, | |
| NearestFilter, | |
| DynamicDrawUsage, | |
| Matrix4 | |
| } from 'three'; | |
| /** | |
| * Make a new DataTexture to store the descriptions of the curves. | |
| * | |
| * @param { number } numberOfCurves the number of curves needed to be described by this texture. | |
| */ | |
| export function 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.wrapY = RepeatWrapping; | |
| dataTexture.magFilter = NearestFilter; | |
| dataTexture.needsUpdate = true; | |
| return dataTexture; | |
| } | |
| /** | |
| * Write the curve description to the data texture | |
| * | |
| * @param { DataTexture } texture The DataTexture to write to | |
| * @param { Curve } splineCurve The curve to describe | |
| * @param { number } offset Which curve slot to write to | |
| */ | |
| export 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 { DataTexture } Texture which holds the curve description | |
| */ | |
| export 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; | |
| } | |
| export 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 | |
| */ | |
| export 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 Mesh || | |
| child instanceof InstancedMesh | |
| ) { | |
| if ( Array.isArray( child.material ) ) { | |
| const materials = []; | |
| for ( const material of child.material ) { | |
| const newMaterial = material.clone(); | |
| modifyShader( newMaterial, uniforms, numberOfCurves ); | |
| materials.push( newMaterial ); | |
| } | |
| child.material = materials; | |
| } else { | |
| 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 Matrix4(); | |
| /** | |
| * A helper class for creating instanced versions of flow, where the instances are placed on the curve. | |
| */ | |
| export 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 ); | |
| 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 ); | |
| } | |
| } | |
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