animate/webGl/my-threejs-test/node_modules/three/examples/jsm/modifiers/CurveModifier.js

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2024-06-24 09:24:00 +00:00
// Original src: https://github.com/zz85/threejs-path-flow
const CHANNELS = 4;
const TEXTURE_WIDTH = 1024;
const TEXTURE_HEIGHT = 4;
import {
DataTexture,
RGBAFormat,
FloatType,
RepeatWrapping,
Mesh,
InstancedMesh,
NearestFilter,
DynamicDrawUsage,
Matrix4
} from 'three';
/**
* 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 * CHANNELS );
const dataTexture = new DataTexture(
dataArray,
TEXTURE_WIDTH,
TEXTURE_HEIGHT * numberOfCurves,
RGBAFormat,
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 = CHANNELS * TEXTURE_WIDTH * o; // Row Offset
data[ index * CHANNELS + i + 0 ] = x;
data[ index * CHANNELS + i + 1 ] = y;
data[ index * CHANNELS + i + 2 ] = z;
data[ index * CHANNELS + i + 3 ] = 1;
}
/**
* 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
) {
if ( Array.isArray( child.material ) ) {
const materials = [];
for ( const material of child.material ) {
const newMaterial = material.clone();
modifyShader( newMaterial, uniforms, numberOfCurves );
materials.push( newMaterial );
}
child.material = materials;
} else {
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 );
mesh.frustumCulled = false;
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 );
}
}