add canvasrenderer fallback, re-organize three libraries

pull/29/head
Michael Aschauer 2017-01-28 16:20:54 +01:00
rodzic 1b69d568c3
commit 76f5c299da
11 zmienionych plików z 4146 dodań i 43312 usunięć

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@ -23,10 +23,14 @@
<!-- third party libs -->
<script type="text/javascript" src="stitchcode/jquery.js"></script>
<script type="text/javascript" src="stitchcode/three.js"></script>
<script type="text/javascript" src="stitchcode/threee/three.js"></script>
<script type="text/javascript" src="stitchcode/threee/Projector.js"></script>
<script type="text/javascript" src="stitchcode/threee/CanvasRenderer.js"></script>
<script type="text/javascript" src="stitchcode/threee/THREE.MeshLine.js"></script>
<script type="text/javascript" src="stitchcode/OrbitControls.js"></script>
<script type="text/javascript" src="stitchcode/OBJLoader.js"></script>
<script type="text/javascript" src="stitchcode/threee/OrbitControls.js"></script>
<script type="text/javascript" src="stitchcode/threee/OBJLoader.js"></script>
<script type="text/javascript" src="stitchcode/threee/Detector.js"></script>
<!-- turtlestitch additions -->
<script type="text/javascript" src="stitchcode/turtleShepherd.js"></script>

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@ -691,7 +691,7 @@ IDE_Morph.prototype.createStatusDisplay = function () {
space.newLines = 0.5;
elements.push(space);
elements.push('Total Stitches : ');
elements.push(' Total Stitches : ');
element = new StringMorph();
element.update = function () {
this.text = (stage.turtleShepherd.getStepCount()).toString()+ " ";
@ -842,9 +842,19 @@ IDE_Morph.prototype.createStatusDisplay = function () {
function () { myself.downloadDST(); },
'Export as Tajima/DST'
);
downloadDSTButton.newLines = 1.7;
downloadDSTButton.newLines = 2.7;
elements.push(downloadDSTButton);
elements.push(' RENDERER: ');
element = new StringMorph();
element.update = function () {
this.text = stage.renderer_status_msg;
};
elements.push(element);
elements.push(' ');
elements.forEach(function(each) { myself.statusDisplay.addElement(each); });
};

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@ -12,8 +12,8 @@ tempDict = {
// UI
'Save to Disk':
'Sichern auf Festplatte',
'Total Stitches : ':
'Anzahl der Stiche : ',
' Total Stitches : ':
' Anzahl der Stiche : ',
'Jumps':
'Sprungstiche',
'Jumps : ':

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@ -442,11 +442,20 @@ StageMorph.prototype.clearAll = function () {
StageMorph.prototype.initRenderer = function () {
var myself = this;
this.renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
canvas: this.penTrails()
});
if (Detector.webgl) {
this.renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true,
canvas: this.penTrails()
});
this.renderer_status_msg = "webgl enabled";
} else {
this.renderer = new THREE.CanvasRenderer(
{canvas: this.penTrails()});
this.renderer_status_msg = "webgl unavailable. fallback to canvas (SLOW!)";
}
this.renderer.setClearColor(0xffffff, 1);
this.renderer.changed = false;

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Plik diff jest za duży Load Diff

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@ -0,0 +1,929 @@
/**
* @author mrdoob / http://mrdoob.com/
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author julianwa / https://github.com/julianwa
*/
THREE.RenderableObject = function () {
this.id = 0;
this.object = null;
this.z = 0;
this.renderOrder = 0;
};
//
THREE.RenderableFace = function () {
this.id = 0;
this.v1 = new THREE.RenderableVertex();
this.v2 = new THREE.RenderableVertex();
this.v3 = new THREE.RenderableVertex();
this.normalModel = new THREE.Vector3();
this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
this.vertexNormalsLength = 0;
this.color = new THREE.Color();
this.material = null;
this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
this.z = 0;
this.renderOrder = 0;
};
//
THREE.RenderableVertex = function () {
this.position = new THREE.Vector3();
this.positionWorld = new THREE.Vector3();
this.positionScreen = new THREE.Vector4();
this.visible = true;
};
THREE.RenderableVertex.prototype.copy = function ( vertex ) {
this.positionWorld.copy( vertex.positionWorld );
this.positionScreen.copy( vertex.positionScreen );
};
//
THREE.RenderableLine = function () {
this.id = 0;
this.v1 = new THREE.RenderableVertex();
this.v2 = new THREE.RenderableVertex();
this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
this.material = null;
this.z = 0;
this.renderOrder = 0;
};
//
THREE.RenderableSprite = function () {
this.id = 0;
this.object = null;
this.x = 0;
this.y = 0;
this.z = 0;
this.rotation = 0;
this.scale = new THREE.Vector2();
this.material = null;
this.renderOrder = 0;
};
//
THREE.Projector = function () {
var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
_face, _faceCount, _facePool = [], _facePoolLength = 0,
_line, _lineCount, _linePool = [], _linePoolLength = 0,
_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
_renderData = { objects: [], lights: [], elements: [] },
_vector3 = new THREE.Vector3(),
_vector4 = new THREE.Vector4(),
_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
_boundingBox = new THREE.Box3(),
_points3 = new Array( 3 ),
_points4 = new Array( 4 ),
_viewMatrix = new THREE.Matrix4(),
_viewProjectionMatrix = new THREE.Matrix4(),
_modelMatrix,
_modelViewProjectionMatrix = new THREE.Matrix4(),
_normalMatrix = new THREE.Matrix3(),
_frustum = new THREE.Frustum(),
_clippedVertex1PositionScreen = new THREE.Vector4(),
_clippedVertex2PositionScreen = new THREE.Vector4();
//
this.projectVector = function ( vector, camera ) {
console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
vector.project( camera );
};
this.unprojectVector = function ( vector, camera ) {
console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
vector.unproject( camera );
};
this.pickingRay = function ( vector, camera ) {
console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
};
//
var RenderList = function () {
var normals = [];
var uvs = [];
var object = null;
var material = null;
var normalMatrix = new THREE.Matrix3();
function setObject( value ) {
object = value;
material = object.material;
normalMatrix.getNormalMatrix( object.matrixWorld );
normals.length = 0;
uvs.length = 0;
}
function projectVertex( vertex ) {
var position = vertex.position;
var positionWorld = vertex.positionWorld;
var positionScreen = vertex.positionScreen;
positionWorld.copy( position ).applyMatrix4( _modelMatrix );
positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
var invW = 1 / positionScreen.w;
positionScreen.x *= invW;
positionScreen.y *= invW;
positionScreen.z *= invW;
vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
positionScreen.y >= - 1 && positionScreen.y <= 1 &&
positionScreen.z >= - 1 && positionScreen.z <= 1;
}
function pushVertex( x, y, z ) {
_vertex = getNextVertexInPool();
_vertex.position.set( x, y, z );
projectVertex( _vertex );
}
function pushNormal( x, y, z ) {
normals.push( x, y, z );
}
function pushUv( x, y ) {
uvs.push( x, y );
}
function checkTriangleVisibility( v1, v2, v3 ) {
if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
_points3[ 0 ] = v1.positionScreen;
_points3[ 1 ] = v2.positionScreen;
_points3[ 2 ] = v3.positionScreen;
return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
}
function checkBackfaceCulling( v1, v2, v3 ) {
return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
( v2.positionScreen.y - v1.positionScreen.y ) -
( v3.positionScreen.y - v1.positionScreen.y ) *
( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
}
function pushLine( a, b ) {
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
_line = getNextLineInPool();
_line.id = object.id;
_line.v1.copy( v1 );
_line.v2.copy( v2 );
_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
_line.renderOrder = object.renderOrder;
_line.material = object.material;
_renderData.elements.push( _line );
}
function pushTriangle( a, b, c ) {
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
var v3 = _vertexPool[ c ];
if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
_face = getNextFaceInPool();
_face.id = object.id;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
_face.renderOrder = object.renderOrder;
// use first vertex normal as face normal
_face.normalModel.fromArray( normals, a * 3 );
_face.normalModel.applyMatrix3( normalMatrix ).normalize();
for ( var i = 0; i < 3; i ++ ) {
var normal = _face.vertexNormalsModel[ i ];
normal.fromArray( normals, arguments[ i ] * 3 );
normal.applyMatrix3( normalMatrix ).normalize();
var uv = _face.uvs[ i ];
uv.fromArray( uvs, arguments[ i ] * 2 );
}
_face.vertexNormalsLength = 3;
_face.material = object.material;
_renderData.elements.push( _face );
}
}
return {
setObject: setObject,
projectVertex: projectVertex,
checkTriangleVisibility: checkTriangleVisibility,
checkBackfaceCulling: checkBackfaceCulling,
pushVertex: pushVertex,
pushNormal: pushNormal,
pushUv: pushUv,
pushLine: pushLine,
pushTriangle: pushTriangle
}
};
var renderList = new RenderList();
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
_faceCount = 0;
_lineCount = 0;
_spriteCount = 0;
_renderData.elements.length = 0;
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null ) camera.updateMatrixWorld();
_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
_frustum.setFromMatrix( _viewProjectionMatrix );
//
_objectCount = 0;
_renderData.objects.length = 0;
_renderData.lights.length = 0;
function addObject( object ) {
_object = getNextObjectInPool();
_object.id = object.id;
_object.object = object;
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _viewProjectionMatrix );
_object.z = _vector3.z;
_object.renderOrder = object.renderOrder;
_renderData.objects.push( _object );
}
scene.traverseVisible( function ( object ) {
if ( object instanceof THREE.Light ) {
_renderData.lights.push( object );
} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
if ( object.material.visible === false ) return;
if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
addObject( object );
} else if ( object instanceof THREE.Sprite ) {
if ( object.material.visible === false ) return;
if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
addObject( object );
}
} );
if ( sortObjects === true ) {
_renderData.objects.sort( painterSort );
}
//
for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
var object = _renderData.objects[ o ].object;
var geometry = object.geometry;
renderList.setObject( object );
_modelMatrix = object.matrixWorld;
_vertexCount = 0;
if ( object instanceof THREE.Mesh ) {
if ( geometry instanceof THREE.BufferGeometry ) {
var attributes = geometry.attributes;
var groups = geometry.groups;
if ( attributes.position === undefined ) continue;
var positions = attributes.position.array;
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
if ( attributes.normal !== undefined ) {
var normals = attributes.normal.array;
for ( var i = 0, l = normals.length; i < l; i += 3 ) {
renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
}
}
if ( attributes.uv !== undefined ) {
var uvs = attributes.uv.array;
for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
}
}
if ( geometry.index !== null ) {
var indices = geometry.index.array;
if ( groups.length > 0 ) {
for ( var g = 0; g < groups.length; g ++ ) {
var group = groups[ g ];
for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
}
} else {
for ( var i = 0, l = indices.length; i < l; i += 3 ) {
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
}
} else {
for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
renderList.pushTriangle( i, i + 1, i + 2 );
}
}
} else if ( geometry instanceof THREE.Geometry ) {
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
_normalMatrix.getNormalMatrix( _modelMatrix );
var material = object.material;
var isFaceMaterial = material instanceof THREE.MultiMaterial;
var objectMaterials = isFaceMaterial === true ? object.material : null;
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
var vertex = vertices[ v ];
_vector3.copy( vertex );
if ( material.morphTargets === true ) {
var morphTargets = geometry.morphTargets;
var morphInfluences = object.morphTargetInfluences;
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
var influence = morphInfluences[ t ];
if ( influence === 0 ) continue;
var target = morphTargets[ t ];
var targetVertex = target.vertices[ v ];
_vector3.x += ( targetVertex.x - vertex.x ) * influence;
_vector3.y += ( targetVertex.y - vertex.y ) * influence;
_vector3.z += ( targetVertex.z - vertex.z ) * influence;
}
}
renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
}
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ];
material = isFaceMaterial === true
? objectMaterials.materials[ face.materialIndex ]
: object.material;
if ( material === undefined ) continue;
var side = material.side;
var v1 = _vertexPool[ face.a ];
var v2 = _vertexPool[ face.b ];
var v3 = _vertexPool[ face.c ];
if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
if ( side !== THREE.DoubleSide ) {
if ( side === THREE.FrontSide && visible === false ) continue;
if ( side === THREE.BackSide && visible === true ) continue;
}
_face = getNextFaceInPool();
_face.id = object.id;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
_face.normalModel.copy( face.normal );
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
_face.normalModel.negate();
}
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
var faceVertexNormals = face.vertexNormals;
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
var normalModel = _face.vertexNormalsModel[ n ];
normalModel.copy( faceVertexNormals[ n ] );
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
normalModel.negate();
}
normalModel.applyMatrix3( _normalMatrix ).normalize();
}
_face.vertexNormalsLength = faceVertexNormals.length;
var vertexUvs = faceVertexUvs[ f ];
if ( vertexUvs !== undefined ) {
for ( var u = 0; u < 3; u ++ ) {
_face.uvs[ u ].copy( vertexUvs[ u ] );
}
}
_face.color = face.color;
_face.material = material;
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
_face.renderOrder = object.renderOrder;
_renderData.elements.push( _face );
}
}
} else if ( object instanceof THREE.Line ) {
if ( geometry instanceof THREE.BufferGeometry ) {
var attributes = geometry.attributes;
if ( attributes.position !== undefined ) {
var positions = attributes.position.array;
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
if ( geometry.index !== null ) {
var indices = geometry.index.array;
for ( var i = 0, l = indices.length; i < l; i += 2 ) {
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
}
} else {
var step = object instanceof THREE.LineSegments ? 2 : 1;
for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
renderList.pushLine( i, i + 1 );
}
}
}
} else if ( geometry instanceof THREE.Geometry ) {
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
var vertices = object.geometry.vertices;
if ( vertices.length === 0 ) continue;
v1 = getNextVertexInPool();
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
var step = object instanceof THREE.LineSegments ? 2 : 1;
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
v1 = getNextVertexInPool();
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
if ( ( v + 1 ) % step > 0 ) continue;
v2 = _vertexPool[ _vertexCount - 2 ];
_clippedVertex1PositionScreen.copy( v1.positionScreen );
_clippedVertex2PositionScreen.copy( v2.positionScreen );
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
// Perform the perspective divide
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
_line = getNextLineInPool();
_line.id = object.id;
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
_line.renderOrder = object.renderOrder;
_line.material = object.material;
if ( object.material.vertexColors === THREE.VertexColors ) {
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
}
_renderData.elements.push( _line );
}
}
}
} else if ( object instanceof THREE.Sprite ) {
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
_vector4.applyMatrix4( _viewProjectionMatrix );
var invW = 1 / _vector4.w;
_vector4.z *= invW;
if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
_sprite = getNextSpriteInPool();
_sprite.id = object.id;
_sprite.x = _vector4.x * invW;
_sprite.y = _vector4.y * invW;
_sprite.z = _vector4.z;
_sprite.renderOrder = object.renderOrder;
_sprite.object = object;
_sprite.rotation = object.rotation;
_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
_sprite.material = object.material;
_renderData.elements.push( _sprite );
}
}
}
if ( sortElements === true ) {
_renderData.elements.sort( painterSort );
}
return _renderData;
};
// Pools
function getNextObjectInPool() {
if ( _objectCount === _objectPoolLength ) {
var object = new THREE.RenderableObject();
_objectPool.push( object );
_objectPoolLength ++;
_objectCount ++;
return object;
}
return _objectPool[ _objectCount ++ ];
}
function getNextVertexInPool() {
if ( _vertexCount === _vertexPoolLength ) {
var vertex = new THREE.RenderableVertex();
_vertexPool.push( vertex );
_vertexPoolLength ++;
_vertexCount ++;
return vertex;
}
return _vertexPool[ _vertexCount ++ ];
}
function getNextFaceInPool() {
if ( _faceCount === _facePoolLength ) {
var face = new THREE.RenderableFace();
_facePool.push( face );
_facePoolLength ++;
_faceCount ++;
return face;
}
return _facePool[ _faceCount ++ ];
}
function getNextLineInPool() {
if ( _lineCount === _linePoolLength ) {
var line = new THREE.RenderableLine();
_linePool.push( line );
_linePoolLength ++;
_lineCount ++;
return line;
}
return _linePool[ _lineCount ++ ];
}
function getNextSpriteInPool() {
if ( _spriteCount === _spritePoolLength ) {
var sprite = new THREE.RenderableSprite();
_spritePool.push( sprite );
_spritePoolLength ++;
_spriteCount ++;
return sprite;
}
return _spritePool[ _spriteCount ++ ];
}
//
function painterSort( a, b ) {
if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.z !== b.z ) {
return b.z - a.z;
} else if ( a.id !== b.id ) {
return a.id - b.id;
} else {
return 0;
}
}
function clipLine( s1, s2 ) {
var alpha1 = 0, alpha2 = 1,
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
// Z = -1 and Z = +1, respectively.
bc1near = s1.z + s1.w,
bc2near = s2.z + s2.w,
bc1far = - s1.z + s1.w,
bc2far = - s2.z + s2.w;
if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
// Both vertices lie entirely within all clip planes.
return true;
} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
// Both vertices lie entirely outside one of the clip planes.
return false;
} else {
// The line segment spans at least one clip plane.
if ( bc1near < 0 ) {
// v1 lies outside the near plane, v2 inside
alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
} else if ( bc2near < 0 ) {
// v2 lies outside the near plane, v1 inside
alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
}
if ( bc1far < 0 ) {
// v1 lies outside the far plane, v2 inside
alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
} else if ( bc2far < 0 ) {
// v2 lies outside the far plane, v2 inside
alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
}
if ( alpha2 < alpha1 ) {
// The line segment spans two boundaries, but is outside both of them.
// (This can't happen when we're only clipping against just near/far but good
// to leave the check here for future usage if other clip planes are added.)
return false;
} else {
// Update the s1 and s2 vertices to match the clipped line segment.
s1.lerp( s2, alpha1 );
s2.lerp( s1, 1 - alpha2 );
return true;
}
}
}
};

Plik diff jest za duży Load Diff

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;(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( 'EquirectangularToCubemap 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 vec3 vPosition;',
'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;',
'',
' vPosition = ( modelViewMatrix * vec4( position, 1. ) ).xyz;',
' gl_Position = finalPosition;',
'',
'}' ];
var fragmentShaderSource = [
'#extension GL_OES_standard_derivatives : enable',
'precision mediump float;',
'',
'uniform sampler2D map;',
'uniform float useMap;',
'uniform float useDash;',
'uniform vec2 dashArray;',
'uniform float visibility;',
'uniform float alphaTest;',
'',
'varying vec2 vUV;',
'varying vec4 vColor;',
'varying vec3 vPosition;',
'varying float vCounters;',
'',
'void main() {',
'',
' vec4 c = vColor;',
' if( c.a < alphaTest ) discard;',
' if( useMap == 1. ) c *= texture2D( map, vUV );',
' if( useDash == 1. ){',
' ',
' }',
' 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.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, [] );
this.useDash = ( this.dashArray !== [] ) ? 1 : 0;
this.visibility = check( parameters.visibility, 1 );
this.alphaTest = check( parameters.alphaTest, 0 );
var material = new THREE.RawShaderMaterial( {
uniforms:{
lineWidth: { type: 'f', value: this.lineWidth },
map: { type: 't', value: this.map },
useMap: { type: 'f', value: this.useMap },
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: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) },
useDash: { type: 'f', value: this.useDash },
visibility: {type: 'f', value: this.visibility},
alphaTest: {type: 'f', value: this.alphaTest}
},
vertexShader: vertexShaderSource.join( '\r\n' ),
fragmentShader: fragmentShaderSource.join( '\r\n' )
});
delete parameters.lineWidth;
delete parameters.map;
delete parameters.useMap;
delete parameters.color;
delete parameters.opacity;
delete parameters.resolution;
delete parameters.sizeAttenuation;
delete parameters.near;
delete parameters.far;
delete parameters.dashArray;
delete parameters.visibility;
delete parameters.alphaTest;
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.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;
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);