345 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			345 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | // 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 ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } |