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- import { Color } from 'three';
- import { attribute, cameraProjectionMatrix, dot, float, Fn, modelViewMatrix, modelViewProjection, NodeMaterial, normalize, positionGeometry, sign, uniform, varyingProperty, vec2, vec4 } from 'three/tsl';
- class LDrawConditionalLineMaterial extends NodeMaterial {
- static get type() {
- return 'LDrawConditionalLineMaterial';
- }
- constructor( parameters ) {
- super();
- const vertexNode = /*@__PURE__*/ Fn( () => {
- const control0 = attribute( 'control0', 'vec3' );
- const control1 = attribute( 'control1', 'vec3' );
- const direction = attribute( 'direction', 'vec3' );
- const mvp = cameraProjectionMatrix.mul( modelViewMatrix );
- // Transform the line segment ends and control points into camera clip space
- const c0 = mvp.mul( vec4( control0, 1 ) ).toVar();
- const c1 = mvp.mul( vec4( control1, 1 ) ).toVar();
- const p0 = mvp.mul( vec4( positionGeometry, 1 ) ).toVar();
- const p1 = mvp.mul( vec4( positionGeometry.add( direction ), 1 ) ).toVar();
- c0.xy.divAssign( c0.w );
- c1.xy.divAssign( c1.w );
- p0.xy.divAssign( p0.w );
- p1.xy.divAssign( p1.w );
- // Get the direction of the segment and an orthogonal vector
- const dir = p1.xy.sub( p0.xy ).toVar();
- const norm = vec2( dir.y.negate(), dir.x ).toVar();
- // Get control point directions from the line
- const c0dir = c0.xy.sub( p1.xy ).toVar();
- const c1dir = c1.xy.sub( p1.xy ).toVar();
- // If the vectors to the controls points are pointed in different directions away
- // from the line segment then the line should not be drawn.
- const d0 = dot( normalize( norm ), normalize( c0dir ) ).toVar();
- const d1 = dot( normalize( norm ), normalize( c1dir ) ).toVar();
- const discardFlag = sign( d0 ).notEqual( sign( d1 ) ).select( float( 1 ), float( 0 ) );
- varyingProperty( 'float', 'discardFlag' ).assign( discardFlag );
- return modelViewProjection();
- } )();
- const fragmentNode = /*@__PURE__*/ Fn( () => {
- const discardFlag = varyingProperty( 'float', 'discardFlag' );
- discardFlag.greaterThan( float( 0.5 ) ).discard();
- return vec4( this._diffuseUniform, this._opacityUniform );
- } )();
- this.vertexNode = vertexNode;
- this.fragmentNode = fragmentNode;
- this._diffuseUniform = uniform( new Color() );
- this._opacityUniform = uniform( 1 );
- //
- Object.defineProperties( this, {
- opacity: {
- get: function () {
- return this._opacityUniform.value;
- },
- set: function ( value ) {
- this._opacityUniform.value = value;
- }
- },
- color: {
- get: function () {
- return this._diffuseUniform.value;
- },
- set: function ( value ) {
- this._diffuseUniform.value.copy( value );
- }
- }
- } );
- this.setValues( parameters );
- this.isLDrawConditionalLineMaterial = true;
- }
- }
- export { LDrawConditionalLineMaterial };
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