;(function() { "use strict"; var root = this var has_require = typeof require !== 'undefined' var THREE = root.THREE || has_require && require('three') if( !THREE ) throw new Error( 'MeshLine requires three.js' ) function MeshLine() { this.positions = []; this.previous = []; this.next = []; this.side = []; this.width = []; this.indices_array = []; this.uvs = []; this.counters = []; this.geometry = new THREE.BufferGeometry(); this.widthCallback = null; } MeshLine.prototype.setGeometry = function( g, c ) { this.widthCallback = c; this.positions = []; this.counters = []; if( g instanceof THREE.Geometry ) { for( var j = 0; j < g.vertices.length; j++ ) { var v = g.vertices[ j ]; var c = j/g.vertices.length; this.positions.push( v.x, v.y, v.z ); this.positions.push( v.x, v.y, v.z ); this.counters.push(c); this.counters.push(c); } } if( g instanceof THREE.BufferGeometry ) { // read attribute positions ? } if( g instanceof Float32Array || g instanceof Array ) { for( var j = 0; j < g.length; j += 3 ) { var c = j/g.length; this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] ); this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] ); this.counters.push(c); this.counters.push(c); } } this.process(); } MeshLine.prototype.compareV3 = function( a, b ) { var aa = a * 6; var ab = b * 6; return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] ); } MeshLine.prototype.copyV3 = function( a ) { var aa = a * 6; return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ]; } MeshLine.prototype.process = function() { var l = this.positions.length / 6; this.previous = []; this.next = []; this.side = []; this.width = []; this.indices_array = []; this.uvs = []; for( var j = 0; j < l; j++ ) { this.side.push( 1 ); this.side.push( -1 ); } var w; for( var j = 0; j < l; j++ ) { if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) ); else w = 1; this.width.push( w ); this.width.push( w ); } for( var j = 0; j < l; j++ ) { this.uvs.push( j / ( l - 1 ), 0 ); this.uvs.push( j / ( l - 1 ), 1 ); } var v; if( this.compareV3( 0, l - 1 ) ){ v = this.copyV3( l - 2 ); } else { v = this.copyV3( 0 ); } this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); for( var j = 0; j < l - 1; j++ ) { v = this.copyV3( j ); this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); } for( var j = 1; j < l; j++ ) { v = this.copyV3( j ); this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); } if( this.compareV3( l - 1, 0 ) ){ v = this.copyV3( 1 ); } else { v = this.copyV3( l - 1 ); } this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); for( var j = 0; j < l - 1; j++ ) { var n = j * 2; this.indices_array.push( n, n + 1, n + 2 ); this.indices_array.push( n + 2, n + 1, n + 3 ); } if (!this.attributes) { this.attributes = { position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ), previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ), next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ), side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ), width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ), uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ), index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ), counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 ) } } else { this.attributes.position.copyArray(new Float32Array(this.positions)); this.attributes.position.needsUpdate = true; this.attributes.previous.copyArray(new Float32Array(this.previous)); this.attributes.previous.needsUpdate = true; this.attributes.next.copyArray(new Float32Array(this.next)); this.attributes.next.needsUpdate = true; this.attributes.side.copyArray(new Float32Array(this.side)); this.attributes.side.needsUpdate = true; this.attributes.width.copyArray(new Float32Array(this.width)); this.attributes.width.needsUpdate = true; this.attributes.uv.copyArray(new Float32Array(this.uvs)); this.attributes.uv.needsUpdate = true; this.attributes.index.copyArray(new Uint16Array(this.indices_array)); this.attributes.index.needsUpdate = true; } this.geometry.addAttribute( 'position', this.attributes.position ); this.geometry.addAttribute( 'previous', this.attributes.previous ); this.geometry.addAttribute( 'next', this.attributes.next ); this.geometry.addAttribute( 'side', this.attributes.side ); this.geometry.addAttribute( 'width', this.attributes.width ); this.geometry.addAttribute( 'uv', this.attributes.uv ); this.geometry.addAttribute( 'counters', this.attributes.counters ); this.geometry.setIndex( this.attributes.index ); } function memcpy (src, srcOffset, dst, dstOffset, length) { var i src = src.subarray || src.slice ? src : src.buffer dst = dst.subarray || dst.slice ? dst : dst.buffer src = srcOffset ? src.subarray ? src.subarray(srcOffset, length && srcOffset + length) : src.slice(srcOffset, length && srcOffset + length) : src if (dst.set) { dst.set(src, dstOffset) } else { for (i=0; i<src.length; i++) { dst[i + dstOffset] = src[i] } } return dst } /** * Fast method to advance the line by one position. The oldest position is removed. * @param position */ MeshLine.prototype.advance = function(position) { var positions = this.attributes.position.array; var previous = this.attributes.previous.array; var next = this.attributes.next.array; var l = positions.length; // PREVIOUS memcpy( positions, 0, previous, 0, l ); // POSITIONS memcpy( positions, 6, positions, 0, l - 6 ); positions[l - 6] = position.x; positions[l - 5] = position.y; positions[l - 4] = position.z; positions[l - 3] = position.x; positions[l - 2] = position.y; positions[l - 1] = position.z; // NEXT memcpy( positions, 6, next, 0, l - 6 ); next[l - 6] = position.x; next[l - 5] = position.y; next[l - 4] = position.z; next[l - 3] = position.x; next[l - 2] = position.y; next[l - 1] = position.z; this.attributes.position.needsUpdate = true; this.attributes.previous.needsUpdate = true; this.attributes.next.needsUpdate = true; }; function MeshLineMaterial( parameters ) { var vertexShaderSource = [ 'precision highp float;', '', 'attribute vec3 position;', 'attribute vec3 previous;', 'attribute vec3 next;', 'attribute float side;', 'attribute float width;', 'attribute vec2 uv;', 'attribute float counters;', '', 'uniform mat4 projectionMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform vec2 resolution;', 'uniform float lineWidth;', 'uniform vec3 color;', 'uniform float opacity;', 'uniform float near;', 'uniform float far;', 'uniform float sizeAttenuation;', '', 'varying vec2 vUV;', 'varying vec4 vColor;', 'varying float vCounters;', '', 'vec2 fix( vec4 i, float aspect ) {', '', ' vec2 res = i.xy / i.w;', ' res.x *= aspect;', ' vCounters = counters;', ' return res;', '', '}', '', 'void main() {', '', ' float aspect = resolution.x / resolution.y;', ' float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);', '', ' vColor = vec4( color, opacity );', ' vUV = uv;', '', ' mat4 m = projectionMatrix * modelViewMatrix;', ' vec4 finalPosition = m * vec4( position, 1.0 );', ' vec4 prevPos = m * vec4( previous, 1.0 );', ' vec4 nextPos = m * vec4( next, 1.0 );', '', ' vec2 currentP = fix( finalPosition, aspect );', ' vec2 prevP = fix( prevPos, aspect );', ' vec2 nextP = fix( nextPos, aspect );', '', ' float pixelWidth = finalPosition.w * pixelWidthRatio;', ' float w = 1.8 * pixelWidth * lineWidth * width;', '', ' if( sizeAttenuation == 1. ) {', ' w = 1.8 * lineWidth * width;', ' }', '', ' vec2 dir;', ' if( nextP == currentP ) dir = normalize( currentP - prevP );', ' else if( prevP == currentP ) dir = normalize( nextP - currentP );', ' else {', ' vec2 dir1 = normalize( currentP - prevP );', ' vec2 dir2 = normalize( nextP - currentP );', ' dir = normalize( dir1 + dir2 );', '', ' vec2 perp = vec2( -dir1.y, dir1.x );', ' vec2 miter = vec2( -dir.y, dir.x );', ' //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );', '', ' }', '', ' //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;', ' vec2 normal = vec2( -dir.y, dir.x );', ' normal.x /= aspect;', ' normal *= .5 * w;', '', ' vec4 offset = vec4( normal * side, 0.0, 1.0 );', ' finalPosition.xy += offset.xy;', '', ' gl_Position = finalPosition;', '', '}' ]; var fragmentShaderSource = [ '#extension GL_OES_standard_derivatives : enable', 'precision mediump float;', '', 'uniform sampler2D map;', 'uniform sampler2D alphaMap;', 'uniform float useMap;', 'uniform float useAlphaMap;', 'uniform float useDash;', 'uniform vec2 dashArray;', 'uniform float visibility;', 'uniform float alphaTest;', 'uniform vec2 repeat;', '', 'varying vec2 vUV;', 'varying vec4 vColor;', 'varying float vCounters;', '', 'void main() {', '', ' vec4 c = vColor;', ' if( useMap == 1. ) c *= texture2D( map, vUV * repeat );', ' if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;', ' if( c.a < alphaTest ) discard;', ' if( useDash == 1. ){', ' ', ' }', ' gl_FragColor = c;', ' gl_FragColor.a *= step(vCounters,visibility);', '}' ]; function check( v, d ) { if( v === undefined ) return d; return v; } THREE.Material.call( this ); parameters = parameters || {}; this.lineWidth = check( parameters.lineWidth, 1 ); this.map = check( parameters.map, null ); this.useMap = check( parameters.useMap, 0 ); this.alphaMap = check( parameters.alphaMap, null ); this.useAlphaMap = check( parameters.useAlphaMap, 0 ); this.color = check( parameters.color, new THREE.Color( 0xffffff ) ); this.opacity = check( parameters.opacity, 1 ); this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) ); this.sizeAttenuation = check( parameters.sizeAttenuation, 1 ); this.near = check( parameters.near, 1 ); this.far = check( parameters.far, 1 ); this.dashArray = check( parameters.dashArray, [] ); this.useDash = ( this.dashArray !== [] ) ? 1 : 0; this.visibility = check( parameters.visibility, 1 ); this.alphaTest = check( parameters.alphaTest, 0 ); this.repeat = check( parameters.repeat, new THREE.Vector2( 1, 1 ) ); var material = new THREE.RawShaderMaterial( { uniforms:{ lineWidth: { type: 'f', value: this.lineWidth }, map: { type: 't', value: this.map }, useMap: { type: 'f', value: this.useMap }, alphaMap: { type: 't', value: this.alphaMap }, useAlphaMap: { type: 'f', value: this.useAlphaMap }, color: { type: 'c', value: this.color }, opacity: { type: 'f', value: this.opacity }, resolution: { type: 'v2', value: this.resolution }, sizeAttenuation: { type: 'f', value: this.sizeAttenuation }, near: { type: 'f', value: this.near }, far: { type: 'f', value: this.far }, dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) }, useDash: { type: 'f', value: this.useDash }, visibility: {type: 'f', value: this.visibility}, alphaTest: {type: 'f', value: this.alphaTest}, repeat: { type: 'v2', value: this.repeat } }, vertexShader: vertexShaderSource.join( '\r\n' ), fragmentShader: fragmentShaderSource.join( '\r\n' ) }); delete parameters.lineWidth; delete parameters.map; delete parameters.useMap; delete parameters.alphaMap; delete parameters.useAlphaMap; delete parameters.color; delete parameters.opacity; delete parameters.resolution; delete parameters.sizeAttenuation; delete parameters.near; delete parameters.far; delete parameters.dashArray; delete parameters.visibility; delete parameters.alphaTest; delete parameters.repeat; material.type = 'MeshLineMaterial'; material.setValues( parameters ); return material; }; MeshLineMaterial.prototype = Object.create( THREE.Material.prototype ); MeshLineMaterial.prototype.constructor = MeshLineMaterial; MeshLineMaterial.prototype.copy = function ( source ) { THREE.Material.prototype.copy.call( this, source ); this.lineWidth = source.lineWidth; this.map = source.map; this.useMap = source.useMap; this.alphaMap = source.alphaMap; this.useAlphaMap = source.useAlphaMap; this.color.copy( source.color ); this.opacity = source.opacity; this.resolution.copy( source.resolution ); this.sizeAttenuation = source.sizeAttenuation; this.near = source.near; this.far = source.far; this.dashArray.copy( source.dashArray ); this.useDash = source.useDash; this.visibility = source.visibility; this.alphaTest = source.alphaTest; this.repeat.copy( source.repeat ); return this; }; if( typeof exports !== 'undefined' ) { if( typeof module !== 'undefined' && module.exports ) { exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial }; } exports.MeshLine = MeshLine; exports.MeshLineMaterial = MeshLineMaterial; } else { root.MeshLine = MeshLine; root.MeshLineMaterial = MeshLineMaterial; } }).call(this);