345 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			345 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
// 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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