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- import {
- BufferAttribute,
- BufferGeometry,
- Color,
- DynamicDrawUsage,
- Matrix4,
- Mesh,
- MeshStandardMaterial,
- Vector3
- } from 'three';
- /**
- * @classdesc This module can be used to paint tube-like meshes
- * along a sequence of points. This module is used in a XR
- * painter demo.
- *
- * ```js
- * const painter = new TubePainter();
- * scene.add( painter.mesh );
- * ```
- *
- * @name TubePainter
- * @class
- * @three_import import { TubePainter } from 'three/addons/misc/TubePainter.js';
- */
- function TubePainter() {
- const BUFFER_SIZE = 1000000 * 3;
- const positions = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
- positions.usage = DynamicDrawUsage;
- const normals = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
- normals.usage = DynamicDrawUsage;
- const colors = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
- colors.usage = DynamicDrawUsage;
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', positions );
- geometry.setAttribute( 'normal', normals );
- geometry.setAttribute( 'color', colors );
- geometry.drawRange.count = 0;
- const material = new MeshStandardMaterial( {
- vertexColors: true
- } );
- const mesh = new Mesh( geometry, material );
- mesh.frustumCulled = false;
- //
- function getPoints( size ) {
- const PI2 = Math.PI * 2;
- const sides = 10;
- const array = [];
- const radius = 0.01 * size;
- for ( let i = 0; i < sides; i ++ ) {
- const angle = ( i / sides ) * PI2;
- array.push( new Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) );
- }
- return array;
- }
- //
- const vector1 = new Vector3();
- const vector2 = new Vector3();
- const vector3 = new Vector3();
- const vector4 = new Vector3();
- const color = new Color( 0xffffff );
- let size = 1;
- function stroke( position1, position2, matrix1, matrix2 ) {
- if ( position1.distanceToSquared( position2 ) === 0 ) return;
- let count = geometry.drawRange.count;
- const points = getPoints( size );
- for ( let i = 0, il = points.length; i < il; i ++ ) {
- const vertex1 = points[ i ];
- const vertex2 = points[ ( i + 1 ) % il ];
- // positions
- vector1.copy( vertex1 ).applyMatrix4( matrix2 ).add( position2 );
- vector2.copy( vertex2 ).applyMatrix4( matrix2 ).add( position2 );
- vector3.copy( vertex2 ).applyMatrix4( matrix1 ).add( position1 );
- vector4.copy( vertex1 ).applyMatrix4( matrix1 ).add( position1 );
- vector1.toArray( positions.array, ( count + 0 ) * 3 );
- vector2.toArray( positions.array, ( count + 1 ) * 3 );
- vector4.toArray( positions.array, ( count + 2 ) * 3 );
- vector2.toArray( positions.array, ( count + 3 ) * 3 );
- vector3.toArray( positions.array, ( count + 4 ) * 3 );
- vector4.toArray( positions.array, ( count + 5 ) * 3 );
- // normals
- vector1.copy( vertex1 ).applyMatrix4( matrix2 ).normalize();
- vector2.copy( vertex2 ).applyMatrix4( matrix2 ).normalize();
- vector3.copy( vertex2 ).applyMatrix4( matrix1 ).normalize();
- vector4.copy( vertex1 ).applyMatrix4( matrix1 ).normalize();
- vector1.toArray( normals.array, ( count + 0 ) * 3 );
- vector2.toArray( normals.array, ( count + 1 ) * 3 );
- vector4.toArray( normals.array, ( count + 2 ) * 3 );
- vector2.toArray( normals.array, ( count + 3 ) * 3 );
- vector3.toArray( normals.array, ( count + 4 ) * 3 );
- vector4.toArray( normals.array, ( count + 5 ) * 3 );
- // colors
- color.toArray( colors.array, ( count + 0 ) * 3 );
- color.toArray( colors.array, ( count + 1 ) * 3 );
- color.toArray( colors.array, ( count + 2 ) * 3 );
- color.toArray( colors.array, ( count + 3 ) * 3 );
- color.toArray( colors.array, ( count + 4 ) * 3 );
- color.toArray( colors.array, ( count + 5 ) * 3 );
- count += 6;
- }
- geometry.drawRange.count = count;
- }
- //
- const up = new Vector3( 0, 1, 0 );
- const point1 = new Vector3();
- const point2 = new Vector3();
- const matrix1 = new Matrix4();
- const matrix2 = new Matrix4();
- function moveTo( position ) {
- point1.copy( position );
- matrix1.lookAt( point2, point1, up );
- point2.copy( position );
- matrix2.copy( matrix1 );
- }
- function lineTo( position ) {
- point1.copy( position );
- matrix1.lookAt( point2, point1, up );
- stroke( point1, point2, matrix1, matrix2 );
- point2.copy( point1 );
- matrix2.copy( matrix1 );
- }
- function setSize( value ) {
- size = value;
- }
- //
- let count = 0;
- function update() {
- const start = count;
- const end = geometry.drawRange.count;
- if ( start === end ) return;
- positions.addUpdateRange( start * 3, ( end - start ) * 3 );
- positions.needsUpdate = true;
- normals.addUpdateRange( start * 3, ( end - start ) * 3 );
- normals.needsUpdate = true;
- colors.addUpdateRange( start * 3, ( end - start ) * 3 );
- colors.needsUpdate = true;
- count = geometry.drawRange.count;
- }
- return {
- /**
- * The "painted" tube mesh. Must be added to the scene.
- *
- * @name TubePainter#mesh
- * @type {Mesh}
- */
- mesh: mesh,
- /**
- * Moves the current painting position to the given value.
- *
- * @method
- * @name TubePainter#moveTo
- * @param {Vector3} position The new painting position.
- */
- moveTo: moveTo,
- /**
- * Draw a stroke from the current position to the given one.
- * This method extends the tube while drawing with the XR
- * controllers.
- *
- * @method
- * @name TubePainter#lineTo
- * @param {Vector3} position The destination position.
- */
- lineTo: lineTo,
- /**
- * Sets the size of newly rendered tube segments.
- *
- * @method
- * @name TubePainter#setSize
- * @param {number} size The size.
- */
- setSize: setSize,
- /**
- * Updates the internal geometry buffers so the new painted
- * segments are rendered.
- *
- * @method
- * @name TubePainter#update
- */
- update: update
- };
- }
- export { TubePainter };
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