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@@ -0,0 +1,233 @@
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+// 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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+
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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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+
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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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+/**
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+ * Make a new DataTexture to store the descriptions of the curves.
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+ *
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+ * @param { number } numberOfCurves the number of curves needed to be described by this texture.
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+ */
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+export function initSplineTexture( numberOfCurves = 1 ) {
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+
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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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+
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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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+
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+ return dataTexture;
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+
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+}
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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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+ * @param { DataTexture } texture The DataTexture to write to
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+ * @param { Curve } splineCurve The curve to describe
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+ * @param { number } offset Which curve slot to write to
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+ */
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+export function updateSplineTexture( texture, splineCurve, offset = 0 ) {
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+
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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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+
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+ for ( let i = 0; i < numberOfPoints; i ++ ) {
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+
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+ const rowOffset = Math.floor( i / TEXTURE_WIDTH );
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+ const rowIndex = i % TEXTURE_WIDTH;
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+
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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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+ }
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+
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+ texture.needsUpdate = true;
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+
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+}
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+
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+
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+function setTextureValue( texture, index, x, y, z, o ) {
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+
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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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+
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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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+
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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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+ * @param { DataTexture } Texture which holds the curve description
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+ */
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+export function getUniforms( splineTexture ) {
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+
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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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+}
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+
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+export function modifyShader( material, uniforms, numberOfCurves ) {
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+
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+ const spineTexture = uniforms.spineTexture;
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+
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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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+
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+ material.positionNode = Fn( () => {
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+
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+ const textureStacks = TEXTURE_HEIGHT / 4;
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+ const textureScale = TEXTURE_HEIGHT * numberOfCurves;
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+
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+ const worldPos = modelWorldMatrix.mul( vec4( positionLocal, 1 ) ).toVar();
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+
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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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+
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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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+
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+ mt.assign( mt.mod( textureStacks ) );
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+
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+ const rowOffset = mt.floor().toVar();
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+
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+ const spinePos = texture( spineTexture, vec2( mt, rowOffset.add( 0.5 ).div( textureScale ) ) ).xyz;
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+
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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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+
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+ const basis = mat3( a, b, c ).toVar();
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+
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+ varyingProperty( 'vec3', 'curveNormal' ).assign( basis.mul( normalLocal ) );
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+
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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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+ } )();
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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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+
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+/**
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+ * A helper class for making meshes bend aroudn curves
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+ */
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+export class Flow {
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+
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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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+
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+ const obj3D = mesh.clone();
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+ const splineTexure = initSplineTexture( numberOfCurves );
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+ const uniforms = getUniforms( splineTexure );
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+
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+ obj3D.traverse( function ( child ) {
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+
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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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+
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+ if ( Array.isArray( child.material ) ) {
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+
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+ const materials = [];
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+
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+ for ( const material of child.material ) {
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+
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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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+ }
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+
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+ child.material = materials;
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+
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+ } else {
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+
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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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+ }
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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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+
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+ this.object3D = obj3D;
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+ this.splineTexure = splineTexure;
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+ this.uniforms = uniforms;
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+
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+ }
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+
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+ updateCurve( index, curve ) {
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+
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+ if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' );
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+
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+ const curveLength = curve.getLength();
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+
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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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+
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+ updateSplineTexture( this.splineTexure, curve, index );
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+
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+ }
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+
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+ moveAlongCurve( amount ) {
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+
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+ this.uniforms.pathOffset += amount;
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+
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+ }
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+
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+}
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