init
python
This commit is contained in:
21
PCSurvey/libs/MeshLine/LICENSE
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21
PCSurvey/libs/MeshLine/LICENSE
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MIT License
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Copyright (c) 2016 Jaume Sanchez
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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137
PCSurvey/libs/MeshLine/README.md
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137
PCSurvey/libs/MeshLine/README.md
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# MeshLine
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Mesh replacement for ```THREE.Line```
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Instead of using GL_LINE, it uses a strip of triangles billboarded. Some examples:
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[](https://www.clicktorelease.com/code/THREE.MeshLine/demo/index.html)
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[](https://www.clicktorelease.com/code/THREE.MeshLine/demo/graph.html)
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[](https://www.clicktorelease.com/code/THREE.MeshLine/demo/spinner.html)
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[](https://www.clicktorelease.com/code/THREE.MeshLine/demo/svg.html)
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[](https://www.clicktorelease.com/code/THREE.MeshLine/demo/shape.html)
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[](https://www.clicktorelease.com/code/THREE.MeshLine/demo/birds.html)
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* [Demo](https://www.clicktorelease.com/code/THREE.MeshLine/demo/index.html): play with the different settings of materials
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* [Graph](https://www.clicktorelease.com/code/THREE.MeshLine/demo/graph.html): example of using ```MeshLine``` to plot graphs
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* [Spinner](https://www.clicktorelease.com/code/THREE.MeshLine/demo/spinner.html): example of dynamic ```MeshLine``` with texture
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* [SVG](https://www.clicktorelease.com/code/THREE.MeshLine/demo/svg.html): example of ```MeshLine``` rendering SVG Paths
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* [Shape](https://www.clicktorelease.com/code/THREE.MeshLine/demo/shape.html): example of ```MeshLine``` created from a mesh
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* [Birds](https://www.clicktorelease.com/code/THREE.MeshLine/demo/birds.html): example of ```MeshLine.advance()``` by @caramelcode (Jared Sprague) and @mwcz (Michael Clayton)
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### How to use ####
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* Include script
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* Create and populate a geometry
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* Create a MeshLine and assign the geometry
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* Create a MeshLineMaterial
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* Use MeshLine and MeshLineMaterial to create a THREE.Mesh
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#### Include the script
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Include script after THREE is included
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```js
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<script src="THREE.MeshLine.js"></script>
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```
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or use npm to install it
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```
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npm i three.meshline
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```
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and include it in your code (don't forget to require three.js)
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```js
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var THREE = require( 'three' );
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var MeshLine = require( 'three.meshline' );
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```
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##### Create and populate a geometry #####
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First, create the list of vertices that will define the line. ```MeshLine``` accepts ```THREE.Geometry``` (looking up the ```.vertices``` in it) and ```Array```/```Float32Array```. ```THREE.BufferGeometry``` coming soon, and may be others like ```Array``` of ```THREE.Vector3```.
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```js
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var geometry = new THREE.Geometry();
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for( var j = 0; j < Math.PI; j += 2 * Math.PI / 100 ) {
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var v = new THREE.Vector3( Math.cos( j ), Math.sin( j ), 0 );
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geometry.vertices.push( v );
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}
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```
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##### Create a MeshLine and assign the geometry #####
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Once you have that, you can create a new ```MeshLine```, and call ```.setGeometry()``` passing the vertices.
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```js
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var line = new MeshLine();
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line.setGeometry( geometry );
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```
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Note: ```.setGeometry``` accepts a second parameter, which is a function to define the width in each point along the line. By default that value is 1, making the line width 1 * lineWidth.
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```js
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line.setGeometry( geometry, function( p ) { return 2; } ); // makes width 2 * lineWidth
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line.setGeometry( geometry, function( p ) { return 1 - p; } ); // makes width taper
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line.setGeometry( geometry, function( p ) { return 2 + Math.sin( 50 * p ); } ); // makes width sinusoidal
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```
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##### Create a MeshLineMaterial #####
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A ```MeshLine``` needs a ```MeshLineMaterial```:
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```js
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var material = new MeshLineMaterial();
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```
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By default it's a white material of width 1 unit.
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```MeshLineMaterial``` has several attributes to control the appereance of the ```MeshLine```:
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* ```map``` - a ```THREE.Texture``` to paint along the line (requires ```useMap``` set to true)
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* ```useMap``` - tells the material to use ```map``` (0 - solid color, 1 use texture)
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* ```alphaMap``` - a ```THREE.Texture``` to use as alpha along the line (requires ```useAlphaMap``` set to true)
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* ```useAlphaMap``` - tells the material to use ```alphaMap``` (0 - no alpha, 1 modulate alpha)
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* ```repeat``` - THREE.Vector2 to define the texture tiling (applies to map and alphaMap - MIGHT CHANGE IN THE FUTURE)
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* ```color``` - ```THREE.Color``` to paint the line width, or tint the texture with
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* ```opacity``` - alpha value from 0 to 1 (requires ```transparent``` set to ```true```)
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* ```alphaTest``` - cutoff value from 0 to 1
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* ```dashArray``` - THREE.Vector2 to define the dashing (NOT IMPLEMENTED YET)
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* ```resolution``` - ```THREE.Vector2``` specifying the canvas size (REQUIRED)
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* ```sizeAttenuation``` - makes the line width constant regardless distance (1 unit is 1px on screen) (0 - attenuate, 1 - don't attenuate)
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* ```lineWidth``` - float defining width (if ```sizeAttenuation``` is true, it's world units; else is screen pixels)
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* ```near``` - camera near clip plane distance (REQUIRED if ```sizeAttenuation``` set to false)
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* ```far``` - camera far clip plane distance (REQUIRED if ```sizeAttenuation``` set to false)
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If you're rendering transparent lines or using a texture with alpha map, you should set ```depthTest``` to ```false```, ```transparent``` to ```true``` and ```blending``` to an appropriate blending mode, or use ```alphaTest```.
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##### Use MeshLine and MeshLineMaterial to create a THREE.Mesh #####
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Finally, we create a mesh and add it to the scene:
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```js
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var mesh = new THREE.Mesh( line.geometry, material ); // this syntax could definitely be improved!
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scene.add( mesh );
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```
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### TODO ###
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* Better miters
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* Proper sizes
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* Support for dashArray
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### Support ###
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Tested successfully on
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* Chrome OSX, Windows, Android
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* Firefox OSX, Windows, Anroid
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* Safari OSX, iOS
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* Internet Explorer 11 (SVG and Shape demo won't work because they use Promises)
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* Opera OSX, Windows
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### References ###
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* [Drawing lines is hard](http://mattdesl.svbtle.com/drawing-lines-is-hard)
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* [WebGL rendering of solid trails](http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/)
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* [Drawing Antialiased Lines with OpenGL](https://www.mapbox.com/blog/drawing-antialiased-lines/)
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#### License ####
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MIT licensed
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Copyright (C) 2015-2016 Jaume Sanchez Elias, http://www.clicktorelease.com
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477
PCSurvey/libs/MeshLine/src/THREE.MeshLine.js
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477
PCSurvey/libs/MeshLine/src/THREE.MeshLine.js
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;(function() {
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"use strict";
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var root = this
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var has_require = typeof require !== 'undefined'
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var THREE = root.THREE || has_require && require('three')
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if( !THREE )
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throw new Error( 'MeshLine requires three.js' )
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function MeshLine() {
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this.positions = [];
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this.previous = [];
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this.next = [];
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this.side = [];
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this.width = [];
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this.indices_array = [];
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this.uvs = [];
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this.counters = [];
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this.geometry = new THREE.BufferGeometry();
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this.widthCallback = null;
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}
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MeshLine.prototype.setGeometry = function( g, c ) {
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this.widthCallback = c;
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this.positions = [];
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this.counters = [];
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if( g instanceof THREE.Geometry ) {
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for( var j = 0; j < g.vertices.length; j++ ) {
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var v = g.vertices[ j ];
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var c = j/g.vertices.length;
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this.positions.push( v.x, v.y, v.z );
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this.positions.push( v.x, v.y, v.z );
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this.counters.push(c);
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this.counters.push(c);
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}
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}
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if( g instanceof THREE.BufferGeometry ) {
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// read attribute positions ?
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}
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if( g instanceof Float32Array || g instanceof Array ) {
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for( var j = 0; j < g.length; j += 3 ) {
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var c = j/g.length;
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this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
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this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
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this.counters.push(c);
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this.counters.push(c);
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}
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}
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this.process();
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}
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MeshLine.prototype.compareV3 = function( a, b ) {
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var aa = a * 6;
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var ab = b * 6;
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return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );
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}
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MeshLine.prototype.copyV3 = function( a ) {
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var aa = a * 6;
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return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];
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}
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MeshLine.prototype.process = function() {
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var l = this.positions.length / 6;
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this.previous = [];
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this.next = [];
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this.side = [];
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this.width = [];
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this.indices_array = [];
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this.uvs = [];
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for( var j = 0; j < l; j++ ) {
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this.side.push( 1 );
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this.side.push( -1 );
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}
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var w;
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for( var j = 0; j < l; j++ ) {
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if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
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else w = 1;
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this.width.push( w );
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this.width.push( w );
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}
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for( var j = 0; j < l; j++ ) {
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this.uvs.push( j / ( l - 1 ), 0 );
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this.uvs.push( j / ( l - 1 ), 1 );
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}
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var v;
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if( this.compareV3( 0, l - 1 ) ){
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v = this.copyV3( l - 2 );
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} else {
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v = this.copyV3( 0 );
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}
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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for( var j = 0; j < l - 1; j++ ) {
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v = this.copyV3( j );
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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}
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for( var j = 1; j < l; j++ ) {
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v = this.copyV3( j );
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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}
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if( this.compareV3( l - 1, 0 ) ){
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v = this.copyV3( 1 );
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} else {
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v = this.copyV3( l - 1 );
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}
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
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for( var j = 0; j < l - 1; j++ ) {
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var n = j * 2;
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this.indices_array.push( n, n + 1, n + 2 );
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this.indices_array.push( n + 2, n + 1, n + 3 );
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}
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if (!this.attributes) {
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this.attributes = {
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position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
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previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
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||||
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 ),
|
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uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
|
||||
index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
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||||
counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
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}
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} else {
|
||||
this.attributes.position.copyArray(new Float32Array(this.positions));
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||||
this.attributes.position.needsUpdate = true;
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this.attributes.previous.copyArray(new Float32Array(this.previous));
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||||
this.attributes.previous.needsUpdate = true;
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||||
this.attributes.next.copyArray(new Float32Array(this.next));
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||||
this.attributes.next.needsUpdate = true;
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this.attributes.side.copyArray(new Float32Array(this.side));
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||||
this.attributes.side.needsUpdate = true;
|
||||
this.attributes.width.copyArray(new Float32Array(this.width));
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||||
this.attributes.width.needsUpdate = true;
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||||
this.attributes.uv.copyArray(new Float32Array(this.uvs));
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||||
this.attributes.uv.needsUpdate = true;
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||||
this.attributes.index.copyArray(new Uint16Array(this.indices_array));
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||||
this.attributes.index.needsUpdate = true;
|
||||
}
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||||
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||||
this.geometry.addAttribute( 'position', this.attributes.position );
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||||
this.geometry.addAttribute( 'previous', this.attributes.previous );
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||||
this.geometry.addAttribute( 'next', this.attributes.next );
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||||
this.geometry.addAttribute( 'side', this.attributes.side );
|
||||
this.geometry.addAttribute( 'width', this.attributes.width );
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||||
this.geometry.addAttribute( 'uv', this.attributes.uv );
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||||
this.geometry.addAttribute( 'counters', this.attributes.counters );
|
||||
|
||||
this.geometry.setIndex( this.attributes.index );
|
||||
|
||||
}
|
||||
|
||||
function memcpy (src, srcOffset, dst, dstOffset, length) {
|
||||
var i
|
||||
|
||||
src = src.subarray || src.slice ? src : src.buffer
|
||||
dst = dst.subarray || dst.slice ? dst : dst.buffer
|
||||
|
||||
src = srcOffset ? src.subarray ?
|
||||
src.subarray(srcOffset, length && srcOffset + length) :
|
||||
src.slice(srcOffset, length && srcOffset + length) : src
|
||||
|
||||
if (dst.set) {
|
||||
dst.set(src, dstOffset)
|
||||
} else {
|
||||
for (i=0; i<src.length; i++) {
|
||||
dst[i + dstOffset] = src[i]
|
||||
}
|
||||
}
|
||||
|
||||
return dst
|
||||
}
|
||||
|
||||
/**
|
||||
* Fast method to advance the line by one position. The oldest position is removed.
|
||||
* @param position
|
||||
*/
|
||||
MeshLine.prototype.advance = function(position) {
|
||||
|
||||
var positions = this.attributes.position.array;
|
||||
var previous = this.attributes.previous.array;
|
||||
var next = this.attributes.next.array;
|
||||
var l = positions.length;
|
||||
|
||||
// PREVIOUS
|
||||
memcpy( positions, 0, previous, 0, l );
|
||||
|
||||
// POSITIONS
|
||||
memcpy( positions, 6, positions, 0, l - 6 );
|
||||
|
||||
positions[l - 6] = position.x;
|
||||
positions[l - 5] = position.y;
|
||||
positions[l - 4] = position.z;
|
||||
positions[l - 3] = position.x;
|
||||
positions[l - 2] = position.y;
|
||||
positions[l - 1] = position.z;
|
||||
|
||||
// NEXT
|
||||
memcpy( positions, 6, next, 0, l - 6 );
|
||||
|
||||
next[l - 6] = position.x;
|
||||
next[l - 5] = position.y;
|
||||
next[l - 4] = position.z;
|
||||
next[l - 3] = position.x;
|
||||
next[l - 2] = position.y;
|
||||
next[l - 1] = position.z;
|
||||
|
||||
this.attributes.position.needsUpdate = true;
|
||||
this.attributes.previous.needsUpdate = true;
|
||||
this.attributes.next.needsUpdate = true;
|
||||
|
||||
};
|
||||
|
||||
function MeshLineMaterial( parameters ) {
|
||||
|
||||
var vertexShaderSource = [
|
||||
'precision highp float;',
|
||||
'',
|
||||
'attribute vec3 position;',
|
||||
'attribute vec3 previous;',
|
||||
'attribute vec3 next;',
|
||||
'attribute float side;',
|
||||
'attribute float width;',
|
||||
'attribute vec2 uv;',
|
||||
'attribute float counters;',
|
||||
'',
|
||||
'uniform mat4 projectionMatrix;',
|
||||
'uniform mat4 modelViewMatrix;',
|
||||
'uniform vec2 resolution;',
|
||||
'uniform float lineWidth;',
|
||||
'uniform vec3 color;',
|
||||
'uniform float opacity;',
|
||||
'uniform float near;',
|
||||
'uniform float far;',
|
||||
'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;',
|
||||
' vCounters = counters;',
|
||||
' return res;',
|
||||
'',
|
||||
'}',
|
||||
'',
|
||||
'void main() {',
|
||||
'',
|
||||
' float aspect = resolution.x / resolution.y;',
|
||||
' float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
|
||||
'',
|
||||
' 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 pixelWidth = finalPosition.w * pixelWidthRatio;',
|
||||
' float w = 1.8 * pixelWidth * lineWidth * width;',
|
||||
'',
|
||||
' if( sizeAttenuation == 1. ) {',
|
||||
' w = 1.8 * 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;',
|
||||
' vec2 normal = vec2( -dir.y, dir.x );',
|
||||
' normal.x /= aspect;',
|
||||
' normal *= .5 * w;',
|
||||
'',
|
||||
' vec4 offset = vec4( normal * side, 0.0, 1.0 );',
|
||||
' finalPosition.xy += offset.xy;',
|
||||
'',
|
||||
' gl_Position = finalPosition;',
|
||||
'',
|
||||
'}' ];
|
||||
|
||||
var fragmentShaderSource = [
|
||||
'#extension GL_OES_standard_derivatives : enable',
|
||||
'precision mediump float;',
|
||||
'',
|
||||
'uniform sampler2D map;',
|
||||
'uniform sampler2D alphaMap;',
|
||||
'uniform float useMap;',
|
||||
'uniform float useAlphaMap;',
|
||||
'uniform float useDash;',
|
||||
'uniform vec2 dashArray;',
|
||||
'uniform float visibility;',
|
||||
'uniform float alphaTest;',
|
||||
'uniform vec2 repeat;',
|
||||
'',
|
||||
'varying vec2 vUV;',
|
||||
'varying vec4 vColor;',
|
||||
'varying float vCounters;',
|
||||
'',
|
||||
'void main() {',
|
||||
'',
|
||||
' 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. ){',
|
||||
' ',
|
||||
' }',
|
||||
' gl_FragColor = c;',
|
||||
' gl_FragColor.a *= step(vCounters,visibility);',
|
||||
'}' ];
|
||||
|
||||
function check( v, d ) {
|
||||
if( v === undefined ) return d;
|
||||
return v;
|
||||
}
|
||||
|
||||
THREE.Material.call( this );
|
||||
|
||||
parameters = parameters || {};
|
||||
|
||||
this.lineWidth = check( parameters.lineWidth, 1 );
|
||||
this.map = check( parameters.map, null );
|
||||
this.useMap = check( parameters.useMap, 0 );
|
||||
this.alphaMap = check( parameters.alphaMap, null );
|
||||
this.useAlphaMap = check( parameters.useAlphaMap, 0 );
|
||||
this.color = check( parameters.color, new THREE.Color( 0xffffff ) );
|
||||
this.opacity = check( parameters.opacity, 1 );
|
||||
this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) );
|
||||
this.sizeAttenuation = check( parameters.sizeAttenuation, 1 );
|
||||
this.near = check( parameters.near, 1 );
|
||||
this.far = check( parameters.far, 1 );
|
||||
this.dashArray = check( parameters.dashArray, [] );
|
||||
this.useDash = ( this.dashArray !== [] ) ? 1 : 0;
|
||||
this.visibility = check( parameters.visibility, 1 );
|
||||
this.alphaTest = check( parameters.alphaTest, 0 );
|
||||
this.repeat = check( parameters.repeat, new THREE.Vector2( 1, 1 ) );
|
||||
|
||||
var material = new THREE.RawShaderMaterial( {
|
||||
uniforms:{
|
||||
lineWidth: { type: 'f', value: this.lineWidth },
|
||||
map: { type: 't', value: this.map },
|
||||
useMap: { type: 'f', value: this.useMap },
|
||||
alphaMap: { type: 't', value: this.alphaMap },
|
||||
useAlphaMap: { type: 'f', value: this.useAlphaMap },
|
||||
color: { type: 'c', value: this.color },
|
||||
opacity: { type: 'f', value: this.opacity },
|
||||
resolution: { type: 'v2', value: this.resolution },
|
||||
sizeAttenuation: { type: 'f', value: this.sizeAttenuation },
|
||||
near: { type: 'f', value: this.near },
|
||||
far: { type: 'f', value: this.far },
|
||||
dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) },
|
||||
useDash: { type: 'f', value: this.useDash },
|
||||
visibility: {type: 'f', value: this.visibility},
|
||||
alphaTest: {type: 'f', value: this.alphaTest},
|
||||
repeat: { type: 'v2', value: this.repeat }
|
||||
},
|
||||
vertexShader: vertexShaderSource.join( '\r\n' ),
|
||||
fragmentShader: fragmentShaderSource.join( '\r\n' )
|
||||
});
|
||||
|
||||
delete parameters.lineWidth;
|
||||
delete parameters.map;
|
||||
delete parameters.useMap;
|
||||
delete parameters.alphaMap;
|
||||
delete parameters.useAlphaMap;
|
||||
delete parameters.color;
|
||||
delete parameters.opacity;
|
||||
delete parameters.resolution;
|
||||
delete parameters.sizeAttenuation;
|
||||
delete parameters.near;
|
||||
delete parameters.far;
|
||||
delete parameters.dashArray;
|
||||
delete parameters.visibility;
|
||||
delete parameters.alphaTest;
|
||||
delete parameters.repeat;
|
||||
|
||||
material.type = 'MeshLineMaterial';
|
||||
|
||||
material.setValues( parameters );
|
||||
|
||||
return material;
|
||||
|
||||
};
|
||||
|
||||
MeshLineMaterial.prototype = Object.create( THREE.Material.prototype );
|
||||
MeshLineMaterial.prototype.constructor = MeshLineMaterial;
|
||||
|
||||
MeshLineMaterial.prototype.copy = function ( source ) {
|
||||
|
||||
THREE.Material.prototype.copy.call( this, source );
|
||||
|
||||
this.lineWidth = source.lineWidth;
|
||||
this.map = source.map;
|
||||
this.useMap = source.useMap;
|
||||
this.alphaMap = source.alphaMap;
|
||||
this.useAlphaMap = source.useAlphaMap;
|
||||
this.color.copy( source.color );
|
||||
this.opacity = source.opacity;
|
||||
this.resolution.copy( source.resolution );
|
||||
this.sizeAttenuation = source.sizeAttenuation;
|
||||
this.near = source.near;
|
||||
this.far = source.far;
|
||||
this.dashArray.copy( source.dashArray );
|
||||
this.useDash = source.useDash;
|
||||
this.visibility = source.visibility;
|
||||
this.alphaTest = source.alphaTest;
|
||||
this.repeat.copy( source.repeat );
|
||||
|
||||
return this;
|
||||
|
||||
};
|
||||
|
||||
if( typeof exports !== 'undefined' ) {
|
||||
if( typeof module !== 'undefined' && module.exports ) {
|
||||
exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
|
||||
}
|
||||
exports.MeshLine = MeshLine;
|
||||
exports.MeshLineMaterial = MeshLineMaterial;
|
||||
}
|
||||
else {
|
||||
root.MeshLine = MeshLine;
|
||||
root.MeshLineMaterial = MeshLineMaterial;
|
||||
}
|
||||
|
||||
}).call(this);
|
||||
|
||||
Reference in New Issue
Block a user