diff options
Diffstat (limited to 'client/splash/vendor/three.meshline.js')
| -rw-r--r-- | client/splash/vendor/three.meshline.js | 467 |
1 files changed, 0 insertions, 467 deletions
diff --git a/client/splash/vendor/three.meshline.js b/client/splash/vendor/three.meshline.js deleted file mode 100644 index 00096f58..00000000 --- a/client/splash/vendor/three.meshline.js +++ /dev/null @@ -1,467 +0,0 @@ -import * as THREE from 'three'; - -function MeshLine() { - - this.positions = []; - - this.previous = []; - this.next = []; - this.side = []; - this.width = []; - this.indices_array = []; - this.uvs = []; - this.counters = []; - this.geometry = new THREE.BufferGeometry(); - - this.widthCallback = null; - -} - -MeshLine.prototype.setGeometry = function( g, c ) { - - this.widthCallback = c; - - this.positions = []; - this.counters = []; - - if( g instanceof THREE.Geometry ) { - for( var j = 0; j < g.vertices.length; j++ ) { - var v = g.vertices[ j ]; - var c = j/g.vertices.length; - this.positions.push( v.x, v.y, v.z ); - this.positions.push( v.x, v.y, v.z ); - this.counters.push(c); - this.counters.push(c); - } - } - - if( g instanceof THREE.BufferGeometry ) { - // read attribute positions ? - } - - if( g instanceof Float32Array || g instanceof Array ) { - for( var j = 0; j < g.length; j += 3 ) { - var c = j/g.length; - this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] ); - this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] ); - this.counters.push(c); - this.counters.push(c); - } - } - - this.process(); - -} - -MeshLine.prototype.compareV3 = function( a, b ) { - - var aa = a * 6; - var ab = b * 6; - return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] ); - -} - -MeshLine.prototype.copyV3 = function( a ) { - - var aa = a * 6; - return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ]; - -} - -MeshLine.prototype.process = function() { - - var l = this.positions.length / 6; - - this.previous = []; - this.next = []; - this.side = []; - this.width = []; - this.indices_array = []; - this.uvs = []; - - for( var j = 0; j < l; j++ ) { - this.side.push( 1 ); - this.side.push( -1 ); - } - - var w; - for( var j = 0; j < l; j++ ) { - if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) ); - else w = 1; - this.width.push( w ); - this.width.push( w ); - } - - for( var j = 0; j < l; j++ ) { - this.uvs.push( j / ( l - 1 ), 0 ); - this.uvs.push( j / ( l - 1 ), 1 ); - } - - var v; - - if( this.compareV3( 0, l - 1 ) ){ - v = this.copyV3( l - 2 ); - } else { - v = this.copyV3( 0 ); - } - this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - for( var j = 0; j < l - 1; j++ ) { - v = this.copyV3( j ); - this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - } - - for( var j = 1; j < l; j++ ) { - v = this.copyV3( j ); - this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - } - - if( this.compareV3( l - 1, 0 ) ){ - v = this.copyV3( 1 ); - } else { - v = this.copyV3( l - 1 ); - } - this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] ); - - for( var j = 0; j < l - 1; j++ ) { - var n = j * 2; - this.indices_array.push( n, n + 1, n + 2 ); - this.indices_array.push( n + 2, n + 1, n + 3 ); - } - - if (!this.attributes) { - this.attributes = { - position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ), - previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ), - 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 ), - uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ), - index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ), - counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 ) - } - } else { - this.attributes.position.copyArray(new Float32Array(this.positions)); - this.attributes.position.needsUpdate = true; - this.attributes.previous.copyArray(new Float32Array(this.previous)); - this.attributes.previous.needsUpdate = true; - this.attributes.next.copyArray(new Float32Array(this.next)); - this.attributes.next.needsUpdate = true; - this.attributes.side.copyArray(new Float32Array(this.side)); - this.attributes.side.needsUpdate = true; - this.attributes.width.copyArray(new Float32Array(this.width)); - this.attributes.width.needsUpdate = true; - this.attributes.uv.copyArray(new Float32Array(this.uvs)); - this.attributes.uv.needsUpdate = true; - this.attributes.index.copyArray(new Uint16Array(this.indices_array)); - this.attributes.index.needsUpdate = true; - } - - this.geometry.addAttribute( 'position', this.attributes.position ); - this.geometry.addAttribute( 'previous', this.attributes.previous ); - this.geometry.addAttribute( 'next', this.attributes.next ); - this.geometry.addAttribute( 'side', this.attributes.side ); - this.geometry.addAttribute( 'width', this.attributes.width ); - this.geometry.addAttribute( 'uv', this.attributes.uv ); - 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 float dashArray;', -'uniform float dashOffset;', -'uniform float dashRatio;', -'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. ){', -' c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));', -' }', -' 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, 0 ); - this.dashOffset = check( parameters.dashOffset, 0 ); - this.dashRatio = check( parameters.dashRatio, 0.5 ); - this.useDash = ( this.dashArray !== 0 ) ? 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: 'f', value: this.dashArray }, - dashOffset: { type: 'f', value: this.dashOffset }, - dashRatio: { type: 'f', value: this.dashRatio }, - 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.dashOffset; - delete parameters.dashRatio; - 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.dashOffset.copy( source.dashOffset ); - this.dashRatio.copy( source.dashRatio ); - this.useDash = source.useDash; - this.visibility = source.visibility; - this.alphaTest = source.alphaTest; - this.repeat.copy( source.repeat ); - - return this; - -}; - -export default { - MeshLine, - MeshLineMaterial, -}; |
