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path: root/site/public/assets/js/vendor/three.meshline.js
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-rw-r--r--site/public/assets/js/vendor/three.meshline.js486
1 files changed, 0 insertions, 486 deletions
diff --git a/site/public/assets/js/vendor/three.meshline.js b/site/public/assets/js/vendor/three.meshline.js
deleted file mode 100644
index c6e998e3..00000000
--- a/site/public/assets/js/vendor/three.meshline.js
+++ /dev/null
@@ -1,486 +0,0 @@
-;(function() {
-
-"use strict";
-
-var root = this
-
-var has_require = typeof require !== 'undefined'
-
-var THREE = root.THREE || has_require && require('three')
-if( !THREE )
- throw new Error( 'MeshLine requires three.js' )
-
-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;
-
-};
-
-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); \ No newline at end of file