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							- // Original src: https://github.com/zz85/threejs-path-flow
 
- const BITS = 3;
 
- const TEXTURE_WIDTH = 1024;
 
- const TEXTURE_HEIGHT = 4;
 
- import {
 
- 	DataTexture,
 
- 	RGBFormat,
 
- 	FloatType,
 
- 	RepeatWrapping,
 
- 	Mesh,
 
- 	InstancedMesh,
 
- 	NearestFilter,
 
- 	DynamicDrawUsage,
 
- 	Matrix4
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * 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 * BITS );
 
- 	const dataTexture = new DataTexture(
 
- 		dataArray,
 
- 		TEXTURE_WIDTH,
 
- 		TEXTURE_HEIGHT * numberOfCurves,
 
- 		RGBFormat,
 
- 		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 = BITS * TEXTURE_WIDTH * o; // Row Offset
 
- 	data[ index * BITS + i + 0 ] = x;
 
- 	data[ index * BITS + i + 1 ] = y;
 
- 	data[ index * BITS + i + 2 ] = z;
 
- }
 
- /**
 
-  * 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
 
- 			) {
 
- 				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 );
 
- 		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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