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