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const THREE=await _import();class MeshLine extends THREE.BufferGeometry{constructor(){super(),this.isMeshLine=!0,this.type="MeshLine",this.positions=[],this.previous=[],this.next=[],this.side=[],this.width=[],this.indices_array=[],this.uvs=[],this.counters=[],this._points=[],this._geom=null,this.widthCallback=null,this.matrixWorld=new THREE.Matrix4,Object.defineProperties(this,{geometry:{enumerable:!0,get:function(){return this}},geom:{enumerable:!0,get:function(){return this._geom},set:function(t){this.setGeometry(t,this.widthCallback)}},points:{enumerable:!0,get:function(){return this._points},set:function(t){this.setPoints(t,this.widthCallback)}}})}}function MeshLineRaycast(t,e){var i=new THREE.Matrix4,s=new THREE.Ray,r=new THREE.Sphere,a=new THREE.Vector3,n=this.geometry;if(n.boundingSphere||n.computeBoundingSphere(),r.copy(n.boundingSphere),r.applyMatrix4(this.matrixWorld),!1!==t.ray.intersectSphere(r,a)){i.copy(this.matrixWorld).invert(),s.copy(t.ray).applyMatrix4(i);var o=new THREE.Vector3,u=new THREE.Vector3,h=new THREE.Vector3,l=this instanceof THREE.LineSegments?2:1,p=n.index,c=n.attributes;if(null!==p)for(var f=p.array,v=c.position.array,d=c.width.array,y=0,m=f.length-1;y<m;y+=l){var b=f[y],x=f[y+1];o.fromArray(v,3*b),u.fromArray(v,3*x);var E=void 0!==d[Math.floor(y/3)]?d[Math.floor(y/3)]:1,g=t.params.Line.threshold+this.material.lineWidth*E/2,A=g*g;if(!(s.distanceSqToSegment(o,u,a,h)>A)){a.applyMatrix4(this.matrixWorld);var M=t.ray.origin.distanceTo(a);M<t.near||M>t.far||(e.push({distance:M,point:h.clone().applyMatrix4(this.matrixWorld),index:y,face:null,faceIndex:null,object:this}),y=m)}}}}function memcpy(t,e,i,s,r){var a;if(t=t.subarray||t.slice?t:t.buffer,i=i.subarray||i.slice?i:i.buffer,t=e?t.subarray?t.subarray(e,r&&e+r):t.slice(e,r&&e+r):t,i.set)i.set(t,s);else for(a=0;a<t.length;a++)i[a+s]=t[a];return i}MeshLine.prototype.setMatrixWorld=function(t){this.matrixWorld=t},MeshLine.prototype.setGeometry=function(t,e){this._geometry=t,this.setPoints(t.getAttribute("position").array,e)},MeshLine.prototype.setPoints=function(t,e){if(t instanceof Float32Array||t instanceof Array){if(this._points=t,this.widthCallback=e,this.positions=[],this.counters=[],t.length&&t[0]instanceof THREE.Vector3)for(var i=0;i<t.length;i++){var s=t[i],r=i/t.length;this.positions.push(s.x,s.y,s.z),this.positions.push(s.x,s.y,s.z),this.counters.push(r),this.counters.push(r)}else for(i=0;i<t.length;i+=3){r=i/t.length;this.positions.push(t[i],t[i+1],t[i+2]),this.positions.push(t[i],t[i+1],t[i+2]),this.counters.push(r),this.counters.push(r)}this.process()}else console.error("ERROR: The BufferArray of points is not instancied correctly.")},MeshLine.prototype.raycast=MeshLineRaycast,MeshLine.prototype.compareV3=function(t,e){var i=6*t,s=6*e;return this.positions[i]===this.positions[s]&&this.positions[i+1]===this.positions[s+1]&&this.positions[i+2]===this.positions[s+2]},MeshLine.prototype.copyV3=function(t){var e=6*t;return[this.positions[e],this.positions[e+1],this.positions[e+2]]},MeshLine.prototype.process=function(){var t,e,i=this.positions.length/6;this.previous=[],this.next=[],this.side=[],this.width=[],this.indices_array=[],this.uvs=[],e=this.compareV3(0,i-1)?this.copyV3(i-2):this.copyV3(0),this.previous.push(e[0],e[1],e[2]),this.previous.push(e[0],e[1],e[2]);for(var s=0;s<i;s++){if(this.side.push(1),this.side.push(-1),t=this.widthCallback?this.widthCallback(s/(i-1)):1,this.width.push(t),this.width.push(t),this.uvs.push(s/(i-1),0),this.uvs.push(s/(i-1),1),s<i-1){e=this.copyV3(s),this.previous.push(e[0],e[1],e[2]),this.previous.push(e[0],e[1],e[2]);var r=2*s;this.indices_array.push(r,r+1,r+2),this.indices_array.push(r+2,r+1,r+3)}s>0&&(e=this.copyV3(s),this.next.push(e[0],e[1],e[2]),this.next.push(e[0],e[1],e[2]))}e=this.compareV3(i-1,0)?this.copyV3(1):this.copyV3(i-1),this.next.push(e[0],e[1],e[2]),this.next.push(e[0],e[1],e[2]),this._attributes&&this._attributes.position.count===this.positions.length?(this._attributes.position.copyArray(new Float32Array(this.positions)),this._attributes.position.needsUpdate=!0,this._attributes.previous.copyArray(new Float32Array(this.previous)),this._attributes.previous.needsUpdate=!0,this._attributes.next.copyArray(new Float32Array(this.next)),this._attributes.next.needsUpdate=!0,this._attributes.side.copyArray(new Float32Array(this.side)),this._attributes.side.needsUpdate=!0,this._attributes.width.copyArray(new Float32Array(this.width)),this._attributes.width.needsUpdate=!0,this._attributes.uv.copyArray(new Float32Array(this.uvs)),this._attributes.uv.needsUpdate=!0,this._attributes.index.copyArray(new Uint16Array(this.indices_array)),this._attributes.index.needsUpdate=!0):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)},this.setAttribute("position",this._attributes.position),this.setAttribute("previous",this._attributes.previous),this.setAttribute("next",this._attributes.next),this.setAttribute("side",this._attributes.side),this.setAttribute("width",this._attributes.width),this.setAttribute("uv",this._attributes.uv),this.setAttribute("counters",this._attributes.counters),this.setIndex(this._attributes.index),this.computeBoundingSphere(),this.computeBoundingBox()},MeshLine.prototype.advance=function(t){var e=this._attributes.position.array,i=this._attributes.previous.array,s=this._attributes.next.array,r=e.length;memcpy(e,0,i,0,r),memcpy(e,6,e,0,r-6),e[r-6]=t.x,e[r-5]=t.y,e[r-4]=t.z,e[r-3]=t.x,e[r-2]=t.y,e[r-1]=t.z,memcpy(e,6,s,0,r-6),s[r-6]=t.x,s[r-5]=t.y,s[r-4]=t.z,s[r-3]=t.x,s[r-2]=t.y,s[r-1]=t.z,this._attributes.position.needsUpdate=!0,this._attributes.previous.needsUpdate=!0,this._attributes.next.needsUpdate=!0},THREE.ShaderChunk.meshline_vert=["",THREE.ShaderChunk.logdepthbuf_pars_vertex,THREE.ShaderChunk.fog_pars_vertex,"","attribute vec3 previous;","attribute vec3 next;","attribute float side;","attribute float width;","attribute float counters;","","uniform vec2 resolution;","uniform float lineWidth;","uniform vec3 color;","uniform float opacity;","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;","\t vCounters = counters;"," return res;","","}","","void main() {",""," float aspect = resolution.x / resolution.y;",""," 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 w = 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;"," vec4 normal = vec4( -dir.y, dir.x, 0., 1. );"," normal.xy *= .5 * w;"," normal *= projectionMatrix;"," if( sizeAttenuation == 0. ) {"," normal.xy *= finalPosition.w;"," normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;"," }",""," finalPosition.xy += normal.xy * side;",""," gl_Position = finalPosition;","",THREE.ShaderChunk.logdepthbuf_vertex,THREE.ShaderChunk.fog_vertex&&" vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.fog_vertex,"}"].join("\n"),THREE.ShaderChunk.meshline_frag=["",THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.logdepthbuf_pars_fragment,"","uniform sampler2D map;","uniform sampler2D alphaMap;","uniform float useMap;","uniform float useAlphaMap;","uniform float useDash;","uniform float dashArray;","uniform float dashOffset;","uniform float dashRatio;","uniform float visibility;","uniform float alphaTest;","uniform vec2 repeat;","","varying vec2 vUV;","varying vec4 vColor;","varying float vCounters;","","void main() {","",THREE.ShaderChunk.logdepthbuf_fragment,""," 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. ){"," c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));"," }"," gl_FragColor = c;"," gl_FragColor.a *= step(vCounters, visibility);","",THREE.ShaderChunk.fog_fragment,"}"].join("\n");class MeshLineMaterial extends THREE.ShaderMaterial{constructor(t){super({uniforms:Object.assign({},THREE.UniformsLib.fog,{lineWidth:{value:1},map:{value:null},useMap:{value:0},alphaMap:{value:null},useAlphaMap:{value:0},color:{value:new THREE.Color(16777215)},opacity:{value:1},resolution:{value:new THREE.Vector2(1,1)},sizeAttenuation:{value:1},dashArray:{value:0},dashOffset:{value:0},dashRatio:{value:.5},useDash:{value:0},visibility:{value:1},alphaTest:{value:0},repeat:{value:new THREE.Vector2(1,1)}}),vertexShader:THREE.ShaderChunk.meshline_vert,fragmentShader:THREE.ShaderChunk.meshline_frag}),this.isMeshLineMaterial=!0,this.type="MeshLineMaterial",Object.defineProperties(this,{lineWidth:{enumerable:!0,get:function(){return this.uniforms.lineWidth.value},set:function(t){this.uniforms.lineWidth.value=t}},map:{enumerable:!0,get:function(){return this.uniforms.map.value},set:function(t){this.uniforms.map.value=t}},useMap:{enumerable:!0,get:function(){return this.uniforms.useMap.value},set:function(t){this.uniforms.useMap.value=t}},alphaMap:{enumerable:!0,get:function(){return this.uniforms.alphaMap.value},set:function(t){this.uniforms.alphaMap.value=t}},useAlphaMap:{enumerable:!0,get:function(){return this.uniforms.useAlphaMap.value},set:function(t){this.uniforms.useAlphaMap.value=t}},color:{enumerable:!0,get:function(){return this.uniforms.color.value},set:function(t){this.uniforms.color.value=t}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(t){this.uniforms.opacity.value=t}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(t){this.uniforms.resolution.value.copy(t)}},sizeAttenuation:{enumerable:!0,get:function(){return this.uniforms.sizeAttenuation.value},set:function(t){this.uniforms.sizeAttenuation.value=t}},dashArray:{enumerable:!0,get:function(){return this.uniforms.dashArray.value},set:function(t){this.uniforms.dashArray.value=t,this.useDash=0!==t?1:0}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(t){this.uniforms.dashOffset.value=t}},dashRatio:{enumerable:!0,get:function(){return this.uniforms.dashRatio.value},set:function(t){this.uniforms.dashRatio.value=t}},useDash:{enumerable:!0,get:function(){return this.uniforms.useDash.value},set:function(t){this.uniforms.useDash.value=t}},visibility:{enumerable:!0,get:function(){return this.uniforms.visibility.value},set:function(t){this.uniforms.visibility.value=t}},alphaTest:{enumerable:!0,get:function(){return this.uniforms.alphaTest.value},set:function(t){this.uniforms.alphaTest.value=t}},repeat:{enumerable:!0,get:function(){return this.uniforms.repeat.value},set:function(t){this.uniforms.repeat.value.copy(t)}}}),this.setValues(t)}}MeshLineMaterial.prototype.copy=function(t){return THREE.ShaderMaterial.prototype.copy.call(this,t),this.lineWidth=t.lineWidth,this.map=t.map,this.useMap=t.useMap,this.alphaMap=t.alphaMap,this.useAlphaMap=t.useAlphaMap,this.color.copy(t.color),this.opacity=t.opacity,this.resolution.copy(t.resolution),this.sizeAttenuation=t.sizeAttenuation,this.dashArray.copy(t.dashArray),this.dashOffset.copy(t.dashOffset),this.dashRatio.copy(t.dashRatio),this.useDash=t.useDash,this.visibility=t.visibility,this.alphaTest=t.alphaTest,this.repeat.copy(t.repeat),this};export{MeshLine,MeshLineMaterial,MeshLineRaycast}; |