| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324 | // Original src: https://github.com/zz85/threejs-path-flowconst 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_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 */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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