257 lines
7.1 KiB
JavaScript
257 lines
7.1 KiB
JavaScript
// Original src: https://github.com/zz85/threejs-path-flow
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const CHANNELS = 4;
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const TEXTURE_WIDTH = 1024;
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const TEXTURE_HEIGHT = 4;
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import {
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DataTexture,
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DataUtils,
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RGBAFormat,
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HalfFloatType,
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RepeatWrapping,
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Mesh,
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InstancedMesh,
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LinearFilter
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} from 'three';
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import { modelWorldMatrix, normalLocal, vec2, vec3, vec4, mat3, varyingProperty, texture, reference, Fn, select, positionLocal } from 'three/tsl';
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/**
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* Make a new DataTexture to store the descriptions of the curves.
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*
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* @private
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* @param {number} [numberOfCurves=1] - The number of curves needed to be described by this texture.
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* @returns {DataTexture} The new data texture.
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*/
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function initSplineTexture( numberOfCurves = 1 ) {
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const dataArray = new Uint16Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS );
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const dataTexture = new DataTexture(
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dataArray,
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TEXTURE_WIDTH,
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TEXTURE_HEIGHT * numberOfCurves,
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RGBAFormat,
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HalfFloatType
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);
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dataTexture.wrapS = RepeatWrapping;
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dataTexture.wrapY = RepeatWrapping;
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dataTexture.magFilter = LinearFilter;
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dataTexture.minFilter = LinearFilter;
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dataTexture.needsUpdate = true;
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return dataTexture;
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}
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/**
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* Write the curve description to the data texture.
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*
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* @private
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* @param {DataTexture} texture - The data texture to write to.
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* @param {Curve} splineCurve - The curve to describe.
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* @param {number} [offset=0] - Which curve slot to write to.
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*/
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function updateSplineTexture( texture, splineCurve, offset = 0 ) {
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const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) );
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splineCurve.arcLengthDivisions = numberOfPoints / 2;
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splineCurve.updateArcLengths();
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const points = splineCurve.getSpacedPoints( numberOfPoints );
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const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true );
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for ( let i = 0; i < numberOfPoints; i ++ ) {
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const rowOffset = Math.floor( i / TEXTURE_WIDTH );
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const rowIndex = i % TEXTURE_WIDTH;
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let pt = points[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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pt = frenetFrames.tangents[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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pt = frenetFrames.normals[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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pt = frenetFrames.binormals[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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}
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texture.needsUpdate = true;
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}
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function setTextureValue( texture, index, x, y, z, o ) {
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const image = texture.image;
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const { data } = image;
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const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset
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data[ index * CHANNELS + i + 0 ] = DataUtils.toHalfFloat( x );
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data[ index * CHANNELS + i + 1 ] = DataUtils.toHalfFloat( y );
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data[ index * CHANNELS + i + 2 ] = DataUtils.toHalfFloat( z );
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data[ index * CHANNELS + i + 3 ] = DataUtils.toHalfFloat( 1 );
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}
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/**
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* Create a new set of uniforms for describing the curve modifier.
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*
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* @private
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* @param {DataTexture} splineTexture - Which holds the curve description.
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* @returns {Object} The uniforms object.
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*/
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function getUniforms( splineTexture ) {
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return {
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spineTexture: splineTexture,
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pathOffset: 0, // time of path curve
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pathSegment: 1, // fractional length of path
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spineOffset: 161,
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spineLength: 400,
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flow: 1, // int
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};
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}
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function modifyShader( material, uniforms, numberOfCurves ) {
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const spineTexture = uniforms.spineTexture;
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const pathOffset = reference( 'pathOffset', 'float', uniforms );
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const pathSegment = reference( 'pathSegment', 'float', uniforms );
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const spineOffset = reference( 'spineOffset', 'float', uniforms );
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const spineLength = reference( 'spineLength', 'float', uniforms );
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const flow = reference( 'flow', 'float', uniforms );
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material.positionNode = Fn( () => {
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const textureStacks = TEXTURE_HEIGHT / 4;
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const textureScale = TEXTURE_HEIGHT * numberOfCurves;
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const worldPos = modelWorldMatrix.mul( vec4( positionLocal, 1 ) ).toVar();
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const bend = flow.greaterThan( 0 ).toVar();
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const xWeight = select( bend, 0, 1 ).toVar();
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const spinePortion = select( bend, worldPos.x.add( spineOffset ).div( spineLength ), 0 );
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const mt = spinePortion.mul( pathSegment ).add( pathOffset ).mul( textureStacks ).toVar();
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mt.assign( mt.mod( textureStacks ) );
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const rowOffset = mt.floor().toVar();
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const spinePos = texture( spineTexture, vec2( mt, rowOffset.add( 0.5 ).div( textureScale ) ) ).xyz;
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const a = texture( spineTexture, vec2( mt, rowOffset.add( 1.5 ).div( textureScale ) ) ).xyz;
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const b = texture( spineTexture, vec2( mt, rowOffset.add( 2.5 ).div( textureScale ) ) ).xyz;
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const c = texture( spineTexture, vec2( mt, rowOffset.add( 3.5 ).div( textureScale ) ) ).xyz;
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const basis = mat3( a, b, c ).toVar();
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varyingProperty( 'vec3', 'curveNormal' ).assign( basis.mul( normalLocal ) );
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return basis.mul( vec3( worldPos.x.mul( xWeight ), worldPos.y, worldPos.z ) ).add( spinePos );
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} )();
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material.normalNode = varyingProperty( 'vec3', 'curveNormal' );
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}
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/**
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* A modifier for making meshes bend around curves.
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*
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* This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
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* import the class from `CurveModifier.js`.
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*
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* @three_import import { Flow } from 'three/addons/modifiers/CurveModifierGPU.js';
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*/
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export class Flow {
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/**
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* Constructs a new Flow instance.
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*
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* @param {Mesh} mesh - The mesh to clone and modify to bend around the curve.
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* @param {number} numberOfCurves - The amount of space that should preallocated for additional curves.
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*/
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constructor( mesh, numberOfCurves = 1 ) {
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const obj3D = mesh.clone();
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const splineTexture = initSplineTexture( numberOfCurves );
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const uniforms = getUniforms( splineTexture );
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obj3D.traverse( function ( child ) {
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if (
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child instanceof Mesh ||
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child instanceof InstancedMesh
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) {
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if ( Array.isArray( child.material ) ) {
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const materials = [];
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for ( const material of child.material ) {
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const newMaterial = material.clone();
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modifyShader( newMaterial, uniforms, numberOfCurves );
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materials.push( newMaterial );
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}
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child.material = materials;
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} else {
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child.material = child.material.clone();
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modifyShader( child.material, uniforms, numberOfCurves );
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}
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}
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} );
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this.curveArray = new Array( numberOfCurves );
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this.curveLengthArray = new Array( numberOfCurves );
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this.object3D = obj3D;
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this.splineTexture = splineTexture;
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this.uniforms = uniforms;
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}
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/**
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* Updates the curve for the given curve index.
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*
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* @param {number} index - The curve index.
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* @param {Curve} curve - The curve that should be used to bend the mesh.
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*/
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updateCurve( index, curve ) {
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if ( index >= this.curveArray.length ) throw Error( 'Flow: Index out of range.' );
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const curveLength = curve.getLength();
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this.uniforms.spineLength = curveLength;
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this.curveLengthArray[ index ] = curveLength;
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this.curveArray[ index ] = curve;
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updateSplineTexture( this.splineTexture, curve, index );
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}
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/**
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* Moves the mesh along the curve.
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*
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* @param {number} amount - The offset.
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*/
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moveAlongCurve( amount ) {
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this.uniforms.pathOffset += amount;
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}
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}
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