| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310 | ( function () {	// Original src: https://github.com/zz85/threejs-path-flow	const BITS = 3;	const TEXTURE_WIDTH = 1024;	const TEXTURE_HEIGHT = 4;	/** * Make a new THREE.DataTexture to store the descriptions of the curves. * * @param { number } numberOfCurves the number of curves needed to be described by this texture. */	function initSplineTexture( numberOfCurves = 1 ) {		const dataArray = new Float32Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * BITS );		const dataTexture = new THREE.DataTexture( dataArray, TEXTURE_WIDTH, TEXTURE_HEIGHT * numberOfCurves, THREE.RGBFormat, THREE.FloatType );		dataTexture.wrapS = THREE.RepeatWrapping;		dataTexture.wrapY = THREE.RepeatWrapping;		dataTexture.magFilter = THREE.NearestFilter;		dataTexture.needsUpdate = true;		return dataTexture;	}	/** * Write the curve description to the data texture * * @param { THREE.DataTexture } texture The THREE.DataTexture to write to * @param { Curve } splineCurve The curve to describe * @param { number } offset Which curve slot to write to */	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 { THREE.DataTexture } Texture which holds the curve description */	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;	}	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_INSTANCINGfloat pathOffsetFromInstanceMatrix = instanceMatrix[3][2];float spineLengthFromInstanceMatrix = instanceMatrix[3][0];float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.;float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks;#elsefloat spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.;float mt = (spinePortion * pathSegment + pathOffset)*textureStacks;#endifmt = mod(mt, textureStacks);float rowOffset = floor(mt);#ifdef USE_INSTANCINGrowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.;#endifvec3 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 */	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 THREE.Mesh || child instanceof THREE.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 THREE.Matrix4();	/** * A helper class for creating instanced versions of flow, where the instances are placed on the curve. */	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 THREE.InstancedMesh( geometry, material, count );			mesh.instanceMatrix.setUsage( THREE.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 );		}	}	THREE.Flow = Flow;	THREE.InstancedFlow = InstancedFlow;	THREE.getUniforms = getUniforms;	THREE.initSplineTexture = initSplineTexture;	THREE.modifyShader = modifyShader;	THREE.updateSplineTexture = updateSplineTexture;} )();
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