Spaces:
Running
Running
// Original src: https://github.com/zz85/threejs-path-flow | |
const CHANNELS = 4; | |
const TEXTURE_WIDTH = 1024; | |
const TEXTURE_HEIGHT = 4; | |
import { | |
DataTexture, | |
DataUtils, | |
RGBAFormat, | |
HalfFloatType, | |
RepeatWrapping, | |
Mesh, | |
InstancedMesh, | |
LinearFilter, | |
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. | |
* @returns { DataTexture } | |
*/ | |
export function initSplineTexture( numberOfCurves = 1 ) { | |
const dataArray = new Uint16Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS ); | |
const dataTexture = new DataTexture( | |
dataArray, | |
TEXTURE_WIDTH, | |
TEXTURE_HEIGHT * numberOfCurves, | |
RGBAFormat, | |
HalfFloatType | |
); | |
dataTexture.wrapS = RepeatWrapping; | |
dataTexture.wrapY = RepeatWrapping; | |
dataTexture.magFilter = LinearFilter; | |
dataTexture.minFilter = LinearFilter; | |
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 ] = DataUtils.toHalfFloat( x ); | |
data[ index * CHANNELS + i + 1 ] = DataUtils.toHalfFloat( y ); | |
data[ index * CHANNELS + i + 2 ] = DataUtils.toHalfFloat( z ); | |
data[ index * CHANNELS + i + 3 ] = DataUtils.toHalfFloat( 1 ); | |
} | |
/** | |
* Create a new set of uniforms for describing the curve modifier | |
* | |
* @param { DataTexture } splineTexture which holds the curve description | |
* @returns { Object } The uniforms object to be used in the shader | |
*/ | |
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 overridden below | |
.replace( '#include <defaultnormal_vertex>', '' ) | |
// vec3 transformed declaration overridden 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 around 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 splineTexture = initSplineTexture( numberOfCurves ); | |
const uniforms = getUniforms( splineTexture ); | |
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.splineTexture = splineTexture; | |
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.splineTexture, 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 ); | |
} | |
} | |