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- // Original src: https://github.com/zz85/threejs-path-flow
- const CHANNELS = 4;
- const TEXTURE_WIDTH = 1024;
- const TEXTURE_HEIGHT = 4;
- import {
- DataTexture,
- DataUtils,
- RGBAFormat,
- HalfFloatType,
- RepeatWrapping,
- Mesh,
- InstancedMesh,
- LinearFilter
- } from 'three';
- import { modelWorldMatrix, normalLocal, vec2, vec3, vec4, mat3, varyingProperty, texture, reference, Fn, select, positionLocal } from 'three/tsl';
- /**
- * Make a new DataTexture to store the descriptions of the curves.
- *
- * @private
- * @param {number} [numberOfCurves=1] - The number of curves needed to be described by this texture.
- * @returns {DataTexture} The new data texture.
- */
- function initSplineTexture( numberOfCurves = 1 ) {
- const dataArray = new Uint16Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS );
- const dataTexture = new DataTexture(
- dataArray,
- TEXTURE_WIDTH,
- TEXTURE_HEIGHT * numberOfCurves,
- RGBAFormat,
- HalfFloatType
- );
- dataTexture.wrapS = RepeatWrapping;
- dataTexture.wrapY = RepeatWrapping;
- dataTexture.magFilter = LinearFilter;
- dataTexture.minFilter = LinearFilter;
- dataTexture.needsUpdate = true;
- return dataTexture;
- }
- /**
- * Write the curve description to the data texture.
- *
- * @private
- * @param {DataTexture} texture - The data texture to write to.
- * @param {Curve} splineCurve - The curve to describe.
- * @param {number} [offset=0] - Which curve slot to write to.
- */
- function updateSplineTexture( texture, splineCurve, offset = 0 ) {
- const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) );
- splineCurve.arcLengthDivisions = numberOfPoints / 2;
- splineCurve.updateArcLengths();
- const points = splineCurve.getSpacedPoints( numberOfPoints );
- const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true );
- for ( let i = 0; i < numberOfPoints; i ++ ) {
- const rowOffset = Math.floor( i / TEXTURE_WIDTH );
- const rowIndex = i % TEXTURE_WIDTH;
- let pt = points[ i ];
- setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
- pt = frenetFrames.tangents[ i ];
- setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
- pt = frenetFrames.normals[ i ];
- setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
- pt = frenetFrames.binormals[ i ];
- setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
- }
- texture.needsUpdate = true;
- }
- function setTextureValue( texture, index, x, y, z, o ) {
- const image = texture.image;
- const { data } = image;
- const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset
- data[ index * CHANNELS + i + 0 ] = DataUtils.toHalfFloat( x );
- data[ index * CHANNELS + i + 1 ] = DataUtils.toHalfFloat( y );
- data[ index * CHANNELS + i + 2 ] = DataUtils.toHalfFloat( z );
- data[ index * CHANNELS + i + 3 ] = DataUtils.toHalfFloat( 1 );
- }
- /**
- * Create a new set of uniforms for describing the curve modifier.
- *
- * @private
- * @param {DataTexture} splineTexture - Which holds the curve description.
- * @returns {Object} The uniforms object.
- */
- function getUniforms( splineTexture ) {
- return {
- spineTexture: splineTexture,
- pathOffset: 0, // time of path curve
- pathSegment: 1, // fractional length of path
- spineOffset: 161,
- spineLength: 400,
- flow: 1, // int
- };
- }
- function modifyShader( material, uniforms, numberOfCurves ) {
- const spineTexture = uniforms.spineTexture;
- const pathOffset = reference( 'pathOffset', 'float', uniforms );
- const pathSegment = reference( 'pathSegment', 'float', uniforms );
- const spineOffset = reference( 'spineOffset', 'float', uniforms );
- const spineLength = reference( 'spineLength', 'float', uniforms );
- const flow = reference( 'flow', 'float', uniforms );
- material.positionNode = Fn( () => {
- const textureStacks = TEXTURE_HEIGHT / 4;
- const textureScale = TEXTURE_HEIGHT * numberOfCurves;
- const worldPos = modelWorldMatrix.mul( vec4( positionLocal, 1 ) ).toVar();
- const bend = flow.greaterThan( 0 ).toVar();
- const xWeight = select( bend, 0, 1 ).toVar();
- const spinePortion = select( bend, worldPos.x.add( spineOffset ).div( spineLength ), 0 );
- const mt = spinePortion.mul( pathSegment ).add( pathOffset ).mul( textureStacks ).toVar();
- mt.assign( mt.mod( textureStacks ) );
- const rowOffset = mt.floor().toVar();
- const spinePos = texture( spineTexture, vec2( mt, rowOffset.add( 0.5 ).div( textureScale ) ) ).xyz;
- const a = texture( spineTexture, vec2( mt, rowOffset.add( 1.5 ).div( textureScale ) ) ).xyz;
- const b = texture( spineTexture, vec2( mt, rowOffset.add( 2.5 ).div( textureScale ) ) ).xyz;
- const c = texture( spineTexture, vec2( mt, rowOffset.add( 3.5 ).div( textureScale ) ) ).xyz;
- const basis = mat3( a, b, c ).toVar();
- varyingProperty( 'vec3', 'curveNormal' ).assign( basis.mul( normalLocal ) );
- return basis.mul( vec3( worldPos.x.mul( xWeight ), worldPos.y, worldPos.z ) ).add( spinePos );
- } )();
- material.normalNode = varyingProperty( 'vec3', 'curveNormal' );
- }
- /**
- * A modifier for making meshes bend around curves.
- *
- * This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
- * import the class from `CurveModifier.js`.
- *
- * @three_import import { Flow } from 'three/addons/modifiers/CurveModifierGPU.js';
- */
- export class Flow {
- /**
- * Constructs a new Flow instance.
- *
- * @param {Mesh} mesh - The mesh to clone and modify to bend around the curve.
- * @param {number} numberOfCurves - The amount of space that should preallocated for additional curves.
- */
- constructor( mesh, numberOfCurves = 1 ) {
- const obj3D = mesh.clone();
- const splineTexture = initSplineTexture( numberOfCurves );
- const uniforms = getUniforms( splineTexture );
- obj3D.traverse( function ( child ) {
- if (
- child instanceof Mesh ||
- child instanceof InstancedMesh
- ) {
- if ( Array.isArray( child.material ) ) {
- const materials = [];
- for ( const material of child.material ) {
- const newMaterial = material.clone();
- modifyShader( newMaterial, uniforms, numberOfCurves );
- materials.push( newMaterial );
- }
- child.material = materials;
- } else {
- child.material = child.material.clone();
- modifyShader( child.material, uniforms, numberOfCurves );
- }
- }
- } );
- this.curveArray = new Array( numberOfCurves );
- this.curveLengthArray = new Array( numberOfCurves );
- this.object3D = obj3D;
- this.splineTexture = splineTexture;
- this.uniforms = uniforms;
- }
- /**
- * Updates the curve for the given curve index.
- *
- * @param {number} index - The curve index.
- * @param {Curve} curve - The curve that should be used to bend the mesh.
- */
- updateCurve( index, curve ) {
- if ( index >= this.curveArray.length ) throw Error( 'Flow: Index out of range.' );
- const curveLength = curve.getLength();
- this.uniforms.spineLength = curveLength;
- this.curveLengthArray[ index ] = curveLength;
- this.curveArray[ index ] = curve;
- updateSplineTexture( this.splineTexture, curve, index );
- }
- /**
- * Moves the mesh along the curve.
- *
- * @param {number} amount - The offset.
- */
- moveAlongCurve( amount ) {
- this.uniforms.pathOffset += amount;
- }
- }
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