three-base 2.0.169 → 2.0.175

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (124) hide show
  1. package/FPScontrol.d.ts +55 -30
  2. package/FPScontrol.js +278 -225
  3. package/FPScontrol.ts +177 -127
  4. package/Ground1/Ground1.d.ts +4 -2
  5. package/Ground1/Ground1.js +77 -57
  6. package/Ground1/Ground1.ts +77 -57
  7. package/Mirror.js +0 -4
  8. package/Mirror.ts +0 -4
  9. package/MktMesh/MktMesh.d.ts +8 -3
  10. package/MktMesh/MktMesh.js +43 -14
  11. package/MktMesh/MktMesh.ts +40 -14
  12. package/MktMesh/mktMappingShader.d.ts +6 -5
  13. package/MktMesh/mktMappingShader.js +26 -19
  14. package/MktMesh/mktMappingShader.ts +28 -19
  15. package/MktMesh/mktShader.d.ts +127 -58
  16. package/MktMesh/mktShader.js +192 -117
  17. package/MktMesh/mktShader.ts +251 -127
  18. package/MktMesh/panoSlotRoster.d.ts +2 -2
  19. package/MktMesh/panoSlotRoster.js +9 -7
  20. package/MktMesh/panoSlotRoster.ts +9 -7
  21. package/MktMesh/panoTileStitcher.d.ts +20 -13
  22. package/MktMesh/panoTileStitcher.js +97 -76
  23. package/MktMesh/panoTileStitcher.ts +119 -90
  24. package/MktMesh/types.d.ts +5 -1
  25. package/MktMesh/types.ts +5 -1
  26. package/PipeMesh/PipeJoint.d.ts +22 -0
  27. package/PipeMesh/PipeJoint.js +33 -0
  28. package/PipeMesh/PipeJoint.ts +38 -0
  29. package/PipeMesh/PipeMesh.d.ts +94 -22
  30. package/PipeMesh/PipeMesh.js +192 -53
  31. package/PipeMesh/PipeMesh.ts +223 -76
  32. package/PipeMesh/PipeStraight.d.ts +19 -0
  33. package/PipeMesh/PipeStraight.js +34 -0
  34. package/PipeMesh/PipeStraight.ts +45 -0
  35. package/PipeMesh/axisSnap.d.ts +52 -0
  36. package/PipeMesh/axisSnap.js +52 -0
  37. package/PipeMesh/axisSnap.ts +93 -0
  38. package/PipeMesh/directRoute.d.ts +85 -0
  39. package/PipeMesh/directRoute.js +126 -0
  40. package/PipeMesh/directRoute.ts +190 -0
  41. package/PipeMesh/index.d.ts +6 -0
  42. package/PipeMesh/index.js +6 -0
  43. package/PipeMesh/index.ts +7 -1
  44. package/PipeMesh/pipeMaterial.d.ts +16 -0
  45. package/PipeMesh/pipeMaterial.js +23 -0
  46. package/PipeMesh/pipeMaterial.ts +26 -0
  47. package/ThreeBase.d.ts +2 -49
  48. package/ThreeBase.js +43 -164
  49. package/ThreeBase.ts +1176 -1314
  50. package/instanced/InstancedBatch.d.ts +14 -1
  51. package/instanced/InstancedBatch.js +53 -3
  52. package/instanced/InstancedBatch.ts +62 -3
  53. package/instanced/InstancedChild.d.ts +24 -0
  54. package/instanced/InstancedChild.js +40 -0
  55. package/instanced/InstancedChild.ts +41 -0
  56. package/instanced/InstancedGroup.d.ts +48 -0
  57. package/instanced/InstancedGroup.js +45 -1
  58. package/instanced/InstancedGroup.ts +85 -0
  59. package/package.json +2 -7
  60. package/pass/bloom_pass.js +7 -14
  61. package/pass/bloom_pass.ts +7 -16
  62. package/pass/cover_pass.js +7 -15
  63. package/pass/cover_pass.ts +7 -17
  64. package/pass/debugDepthState.d.ts +16 -8
  65. package/pass/debugDepthState.js +4 -0
  66. package/pass/debugDepthState.ts +27 -9
  67. package/pass/glow_pass.js +19 -110
  68. package/pass/glow_pass.ts +19 -115
  69. package/pass/ssao_pass.d.ts +14 -59
  70. package/pass/ssao_pass.js +66 -171
  71. package/pass/ssao_pass.ts +63 -207
  72. package/pass/stroke_pass.js +13 -16
  73. package/pass/stroke_pass.ts +14 -18
  74. package/shaders/baseDepthVisShader.d.ts +1 -1
  75. package/shaders/baseDepthVisShader.js +1 -1
  76. package/shaders/baseDepthVisShader.ts +1 -1
  77. package/shaders/debugDepthCompareShader.d.ts +2 -2
  78. package/shaders/debugDepthCompareShader.js +2 -2
  79. package/shaders/debugDepthCompareShader.ts +2 -2
  80. package/shaders/debugDepthJudgeShader.d.ts +1 -1
  81. package/shaders/debugDepthJudgeShader.js +1 -1
  82. package/shaders/debugDepthJudgeShader.ts +1 -1
  83. package/PipeMesh/PathGeometry.d.ts +0 -44
  84. package/PipeMesh/PathGeometry.js +0 -307
  85. package/PipeMesh/PathGeometry.ts +0 -343
  86. package/PipeMesh/PathPoint.d.ts +0 -17
  87. package/PipeMesh/PathPoint.js +0 -31
  88. package/PipeMesh/PathPoint.ts +0 -36
  89. package/PipeMesh/PathPointList.d.ts +0 -31
  90. package/PipeMesh/PathPointList.js +0 -209
  91. package/PipeMesh/PathPointList.ts +0 -227
  92. package/PipeMesh/PathTubeGeometry.d.ts +0 -25
  93. package/PipeMesh/PathTubeGeometry.js +0 -130
  94. package/PipeMesh/PathTubeGeometry.ts +0 -146
  95. package/WaterFlow/FloatingDuck.d.ts +0 -88
  96. package/WaterFlow/FloatingDuck.js +0 -307
  97. package/WaterFlow/FloatingDuck.ts +0 -445
  98. package/WaterFlow/GPUFluidSimulation.d.ts +0 -56
  99. package/WaterFlow/GPUFluidSimulation.js +0 -785
  100. package/WaterFlow/GPUFluidSimulation.ts +0 -827
  101. package/WaterFlow/ReservoirSystem.d.ts +0 -106
  102. package/WaterFlow/ReservoirSystem.js +0 -621
  103. package/WaterFlow/ReservoirSystem.ts +0 -754
  104. package/WaterFlow/SPHField.d.ts +0 -35
  105. package/WaterFlow/SPHField.js +0 -204
  106. package/WaterFlow/SPHField.ts +0 -228
  107. package/WaterFlow/ScreenSpaceFluidPass.d.ts +0 -69
  108. package/WaterFlow/ScreenSpaceFluidPass.js +0 -736
  109. package/WaterFlow/ScreenSpaceFluidPass.ts +0 -789
  110. package/WaterFlow/ShallowWaterSurface.d.ts +0 -45
  111. package/WaterFlow/ShallowWaterSurface.js +0 -441
  112. package/WaterFlow/ShallowWaterSurface.ts +0 -510
  113. package/WaterFlow/WaterFlow.d.ts +0 -87
  114. package/WaterFlow/WaterFlow.js +0 -171
  115. package/WaterFlow/WaterFlow.ts +0 -219
  116. package/WaterFlow/types.d.ts +0 -161
  117. package/WaterFlow/types.js +0 -1
  118. package/WaterFlow/types.ts +0 -189
  119. package/WaterFlow/waterFlowPass.d.ts +0 -3
  120. package/WaterFlow/waterFlowPass.js +0 -20
  121. package/WaterFlow/waterFlowPass.ts +0 -40
  122. package/shaders/debugExcludedShader.d.ts +0 -13
  123. package/shaders/debugExcludedShader.js +0 -46
  124. package/shaders/debugExcludedShader.ts +0 -48
@@ -1,343 +0,0 @@
1
- import { DynamicDrawUsage, StaticDrawUsage, Usage } from 'three/src/constants.js';
2
- import { PathPoint } from './PathPoint.js';
3
- import type { PathPointList } from './PathPointList.js';
4
- import { BufferGeometry } from 'three/src/core/BufferGeometry.js';
5
- import { BufferAttribute } from 'three/src/core/BufferAttribute.js';
6
- import { Vector3 } from 'three/src/math/Vector3.js';
7
-
8
- export interface Options {
9
- radius?: number;
10
- width?: number;
11
- progress?: number;
12
- radialSegments?: number;
13
- startRad?: number;
14
- arrow?: boolean;
15
- side?: 'both' | 'left' | 'right';
16
- }
17
-
18
- export interface PathGeometryParam {
19
- pathPointList: PathPointList;
20
- options: Options;
21
- usage: Usage;
22
- transparent: boolean;
23
- }
24
-
25
- interface VertexData {
26
- position: Array<number>;
27
- normal: Array<number>;
28
- uv: Array<number>;
29
- uv2: Array<number>;
30
- indices: Array<number>;
31
- count: number;
32
- }
33
-
34
- /**
35
- * PathGeometry
36
- */
37
- class PathGeometry extends BufferGeometry {
38
- /**
39
- * @param {Object|Number} initData - If initData is number, geometry init by empty data and set it as the max vertex. If initData is Object, it contains pathPointList and options.
40
- * @param {Boolean} [generateUv2=false]
41
- */
42
- constructor(initData: PathGeometryParam, generateUv2: boolean = false) {
43
- super();
44
- this._initByData(initData.pathPointList, initData.options, initData.usage, generateUv2);
45
- }
46
-
47
- _initByMaxVertex(maxVertex: number, generateUv2: boolean): void {
48
- this.setAttribute('position', new BufferAttribute(new Float32Array(maxVertex * 3), 3).setUsage(DynamicDrawUsage));
49
- this.setAttribute('normal', new BufferAttribute(new Float32Array(maxVertex * 3), 3).setUsage(DynamicDrawUsage));
50
- this.setAttribute('uv', new BufferAttribute(new Float32Array(maxVertex * 2), 2).setUsage(DynamicDrawUsage));
51
- if (generateUv2) {
52
- this.setAttribute('uv2', new BufferAttribute(new Float32Array(maxVertex * 2), 2).setUsage(DynamicDrawUsage));
53
- }
54
- this.drawRange.start = 0;
55
- this.drawRange.count = 0;
56
- this.setIndex(new Array(maxVertex * 3));
57
- }
58
-
59
- _initByData(pathPointList: PathPointList, options: Options, usage: Usage, generateUv2: boolean): void {
60
- const vertexData = generatePathVertexData(pathPointList, options, generateUv2);
61
- if (vertexData && vertexData.count !== 0) {
62
- this.setAttribute('position', new BufferAttribute(new Float32Array(vertexData.position), 3).setUsage(usage || StaticDrawUsage));
63
- this.setAttribute('normal', new BufferAttribute(new Float32Array(vertexData.normal), 3).setUsage(usage || StaticDrawUsage));
64
- this.setAttribute('uv', new BufferAttribute(new Float32Array(vertexData.uv), 2).setUsage(usage || StaticDrawUsage));
65
- if (generateUv2) {
66
- this.setAttribute('uv2', new BufferAttribute(new Float32Array(vertexData.uv2), 2).setUsage(usage || StaticDrawUsage));
67
- }
68
- this.setIndex(vertexData.indices);
69
- }
70
- else {
71
- this._initByMaxVertex(2, generateUv2);
72
- }
73
- }
74
-
75
- /**
76
- * Update geometry by PathPointList instance
77
- * @param {PathPointList} pathPointList
78
- * @param {Object} options
79
- * @param {Number} [options.width=0.1]
80
- * @param {Number} [options.progress=1]
81
- * @param {Boolean} [options.arrow=true]
82
- * @param {String} [options.side='both'] - "left"/"right"/"both"
83
- */
84
- update(pathPointList: PathPointList, options: Options): void {
85
- const generateUv2 = !!this.getAttribute('uv2');
86
- const vertexData = generatePathVertexData(pathPointList, options, generateUv2);
87
- if (vertexData) {
88
- this._updateAttributes(vertexData.position, vertexData.normal, vertexData.uv, generateUv2 ? vertexData.uv2 : null, vertexData.indices);
89
- this.drawRange.count = vertexData.count;
90
- }
91
- else {
92
- this.drawRange.count = 0;
93
- }
94
- }
95
-
96
- _resizeAttribute(name: string, len: number): void {
97
- let attribute = this.getAttribute(name);
98
- while (attribute.array.length < len) {
99
- const oldLength = attribute.array.length;
100
- const newAttribute = new BufferAttribute(new Float32Array(oldLength * 2), attribute.itemSize, attribute.normalized);
101
- newAttribute.name = attribute.name;
102
- if (attribute instanceof BufferAttribute) {
103
- newAttribute.usage = attribute.usage;
104
- }
105
- this.setAttribute(name, newAttribute);
106
- attribute = newAttribute;
107
- }
108
- }
109
-
110
- _resizeIndex(len: number): void {
111
- let index = this.getIndex();
112
- if (!index) return;
113
- while (index.array.length < len) {
114
- const oldLength = index.array.length;
115
- const newIndex = new BufferAttribute(oldLength * 2 > 65535 ? new Uint32Array(oldLength * 2) : new Uint16Array(oldLength * 2), 1);
116
- newIndex.name = index.name;
117
- if (index instanceof BufferAttribute) {
118
- newIndex.usage = index.usage;
119
- }
120
- this.setIndex(newIndex);
121
- index = newIndex;
122
- }
123
- }
124
-
125
- _updateAttributes(position: Array<number>, normal: Array<number>, uv: Array<number>, uv2: Array<number> | null, indices: Array<number>): void {
126
- this._resizeAttribute('position', position.length);
127
- const positionAttribute = this.getAttribute('position') as BufferAttribute & { updateRange: { count: number } };
128
- positionAttribute.array.set(position, 0);
129
- positionAttribute.updateRange.count = position.length;
130
- positionAttribute.needsUpdate = true;
131
- this._resizeAttribute('normal', normal.length);
132
- const normalAttribute = this.getAttribute('normal') as BufferAttribute & { updateRange: { count: number } };
133
- normalAttribute.array.set(normal, 0);
134
- normalAttribute.updateRange.count = normal.length;
135
- normalAttribute.needsUpdate = true;
136
- this._resizeAttribute('uv', uv.length);
137
- const uvAttribute = this.getAttribute('uv') as BufferAttribute & { updateRange: { count: number } };
138
- uvAttribute.array.set(uv, 0);
139
- uvAttribute.updateRange.count = uv.length;
140
- uvAttribute.needsUpdate = true;
141
- if (uv2) {
142
- this._resizeAttribute('uv2', uv2.length);
143
- const uv2Attribute = this.getAttribute('uv2') as BufferAttribute & { updateRange: { count: number } };
144
- uv2Attribute.array.set(uv2, 0);
145
- uv2Attribute.updateRange.count = uv2.length;
146
- uv2Attribute.needsUpdate = true;
147
- }
148
- this._resizeIndex(indices.length);
149
- const indexAttribute = this.getIndex() as BufferAttribute & { updateRange: { count: number } };
150
- indexAttribute.set(indices, 0);
151
- indexAttribute.updateRange.count = indices.length;
152
- indexAttribute.needsUpdate = true;
153
- indexAttribute.needsUpdate = true;
154
- }
155
- }
156
-
157
- export { PathGeometry };
158
-
159
- // Vertex Data Generate Functions
160
- function generatePathVertexData(pathPointList: PathPointList, options: Options, generateUv2: boolean = false): VertexData | null {
161
- const width = options.width || 0.1;
162
- const progress = options.progress !== undefined ? options.progress : 1;
163
- const arrow = options.arrow !== undefined ? options.arrow : true;
164
- const side = options.side !== undefined ? options.side : 'both';
165
- const halfWidth = width / 2;
166
- const sideWidth = side !== 'both' ? width / 2 : width;
167
- const totalDistance = pathPointList.distance();
168
- const progressDistance = progress * totalDistance;
169
- if (totalDistance == 0) {
170
- return null;
171
- }
172
- const sharpUvOffset = halfWidth / sideWidth;
173
- const sharpUvOffset2 = halfWidth / totalDistance;
174
- let count = 0;
175
- // modify data
176
- const position: Array<number> = [];
177
- const normal: Array<number> = [];
178
- const uv: Array<number> = [];
179
- const uv2: Array<number> = [];
180
- const indices: Array<number> = [];
181
- let verticesCount = 0;
182
- const right = new Vector3();
183
- const left = new Vector3();
184
- // for sharp corners
185
- const leftOffset = new Vector3();
186
- const rightOffset = new Vector3();
187
- const tempPoint1 = new Vector3();
188
- const tempPoint2 = new Vector3();
189
-
190
- function addVertices(pathPoint: PathPoint): void {
191
- const first = position.length === 0;
192
- const sharpCorner = pathPoint.sharp && !first;
193
- const uvDist = pathPoint.dist / sideWidth;
194
- const uvDist2 = pathPoint.dist / totalDistance;
195
- const dir = pathPoint.dir;
196
- const up = pathPoint.up;
197
- const _right = pathPoint.right;
198
- if (side !== 'left') {
199
- right.copy(_right).multiplyScalar(halfWidth * pathPoint.widthScale);
200
- }
201
- else {
202
- right.set(0, 0, 0);
203
- }
204
- if (side !== 'right') {
205
- left.copy(_right).multiplyScalar(-halfWidth * pathPoint.widthScale);
206
- }
207
- else {
208
- left.set(0, 0, 0);
209
- }
210
- right.add(pathPoint.pos);
211
- left.add(pathPoint.pos);
212
- if (sharpCorner) {
213
- leftOffset.fromArray(position, position.length - 6).sub(left);
214
- rightOffset.fromArray(position, position.length - 3).sub(right);
215
- const leftDist = leftOffset.length();
216
- const rightDist = rightOffset.length();
217
- const sideOffset = leftDist - rightDist;
218
- let longerOffset, longEdge;
219
- if (sideOffset > 0) {
220
- longerOffset = leftOffset;
221
- longEdge = left;
222
- }
223
- else {
224
- longerOffset = rightOffset;
225
- longEdge = right;
226
- }
227
- tempPoint1.copy(longerOffset).setLength(Math.abs(sideOffset)).add(longEdge);
228
- let _cos = tempPoint2.copy(longEdge).sub(tempPoint1).normalize().dot(dir);
229
- let _len = tempPoint2.copy(longEdge).sub(tempPoint1).length();
230
- let _dist = _cos * _len * 2;
231
- tempPoint2.copy(dir).setLength(_dist).add(tempPoint1);
232
- if (sideOffset > 0) {
233
- position.push(tempPoint1.x, tempPoint1.y, tempPoint1.z, // 6
234
- right.x, right.y, right.z, // 5
235
- left.x, left.y, left.z, // 4
236
- right.x, right.y, right.z, // 3
237
- tempPoint2.x, tempPoint2.y, tempPoint2.z, // 2
238
- right.x, right.y, right.z // 1
239
- );
240
- verticesCount += 6;
241
- indices.push(verticesCount - 6, verticesCount - 8, verticesCount - 7, verticesCount - 6, verticesCount - 7, verticesCount - 5, verticesCount - 4, verticesCount - 6, verticesCount - 5, verticesCount - 2, verticesCount - 4, verticesCount - 1);
242
- count += 12;
243
- }
244
- else {
245
- position.push(left.x, left.y, left.z, // 6
246
- tempPoint1.x, tempPoint1.y, tempPoint1.z, // 5
247
- left.x, left.y, left.z, // 4
248
- right.x, right.y, right.z, // 3
249
- left.x, left.y, left.z, // 2
250
- tempPoint2.x, tempPoint2.y, tempPoint2.z // 1
251
- );
252
- verticesCount += 6;
253
- indices.push(verticesCount - 6, verticesCount - 8, verticesCount - 7, verticesCount - 6, verticesCount - 7, verticesCount - 5, verticesCount - 6, verticesCount - 5, verticesCount - 3, verticesCount - 2, verticesCount - 3, verticesCount - 1);
254
- count += 12;
255
- }
256
- normal.push(up.x, up.y, up.z, up.x, up.y, up.z, up.x, up.y, up.z, up.x, up.y, up.z, up.x, up.y, up.z, up.x, up.y, up.z);
257
- uv.push(uvDist - sharpUvOffset, 0, uvDist - sharpUvOffset, 1, uvDist, 0, uvDist, 1, uvDist + sharpUvOffset, 0, uvDist + sharpUvOffset, 1);
258
- if (generateUv2) {
259
- uv2.push(uvDist2 - sharpUvOffset2, 0, uvDist2 - sharpUvOffset2, 1, uvDist2, 0, uvDist2, 1, uvDist2 + sharpUvOffset2, 0, uvDist2 + sharpUvOffset2, 1);
260
- }
261
- }
262
- else {
263
- position.push(left.x, left.y, left.z, right.x, right.y, right.z);
264
- normal.push(up.x, up.y, up.z, up.x, up.y, up.z);
265
- uv.push(uvDist, 0, uvDist, 1);
266
- if (generateUv2) {
267
- uv2.push(uvDist2, 0, uvDist2, 1);
268
- }
269
- verticesCount += 2;
270
- if (!first) {
271
- indices.push(verticesCount - 2, verticesCount - 4, verticesCount - 3, verticesCount - 2, verticesCount - 3, verticesCount - 1);
272
- count += 6;
273
- }
274
- }
275
- }
276
- const sharp = new Vector3();
277
- function addStart(pathPoint: PathPoint): void {
278
- const dir = pathPoint.dir;
279
- const up = pathPoint.up;
280
- const _right = pathPoint.right;
281
- const uvDist = pathPoint.dist / sideWidth;
282
- const uvDist2 = pathPoint.dist / totalDistance;
283
- if (side !== 'left') {
284
- right.copy(_right).multiplyScalar(halfWidth * 2);
285
- }
286
- else {
287
- right.set(0, 0, 0);
288
- }
289
- if (side !== 'right') {
290
- left.copy(_right).multiplyScalar(-halfWidth * 2);
291
- }
292
- else {
293
- left.set(0, 0, 0);
294
- }
295
- sharp.copy(dir).setLength(halfWidth * 3);
296
- right.add(pathPoint.pos);
297
- left.add(pathPoint.pos);
298
- sharp.add(pathPoint.pos);
299
- position.push(left.x, left.y, left.z, right.x, right.y, right.z, sharp.x, sharp.y, sharp.z);
300
- normal.push(up.x, up.y, up.z, up.x, up.y, up.z, up.x, up.y, up.z);
301
- uv.push(uvDist, side !== 'both' ? (side !== 'right' ? -2 : 0) : -0.5, uvDist, side !== 'both' ? (side !== 'left' ? 2 : 0) : 1.5, uvDist + 1.5, side !== 'both' ? 0 : 0.5);
302
- if (generateUv2) {
303
- uv2.push(uvDist2, side !== 'both' ? (side !== 'right' ? -2 : 0) : -0.5, uvDist2, side !== 'both' ? (side !== 'left' ? 2 : 0) : 1.5, uvDist2 + (1.5 * width) / totalDistance, side !== 'both' ? 0 : 0.5);
304
- }
305
- verticesCount += 3;
306
- indices.push(verticesCount - 1, verticesCount - 3, verticesCount - 2);
307
- count += 3;
308
- }
309
- let lastPoint: PathPoint | undefined;
310
- if (progressDistance > 0) {
311
- for (let i = 0; i < pathPointList.count; i++) {
312
- const pathPoint = pathPointList.array[i];
313
- if (pathPoint.dist > progressDistance) {
314
- const prevPoint = pathPointList.array[i - 1];
315
- lastPoint = new PathPoint();
316
- // linear lerp for progress
317
- const alpha = (progressDistance - prevPoint.dist) / (pathPoint.dist - prevPoint.dist);
318
- lastPoint.lerpPathPoints(prevPoint, pathPoint, alpha);
319
- addVertices(lastPoint);
320
- break;
321
- }
322
- else {
323
- addVertices(pathPoint);
324
- }
325
- }
326
- }
327
- else {
328
- lastPoint = pathPointList.array[0];
329
- }
330
- // build arrow geometry
331
- if (arrow) {
332
- lastPoint = lastPoint || pathPointList.array[pathPointList.count - 1];
333
- addStart(lastPoint);
334
- }
335
- return {
336
- position,
337
- normal,
338
- uv,
339
- uv2,
340
- indices,
341
- count,
342
- };
343
- }
@@ -1,17 +0,0 @@
1
- import { Vector3 } from 'three/src/math/Vector3';
2
- /**
3
- * PathPoint
4
- */
5
- declare class PathPoint {
6
- pos: Vector3;
7
- dir: Vector3;
8
- right: Vector3;
9
- up: Vector3;
10
- dist: number;
11
- widthScale: number;
12
- sharp: boolean;
13
- constructor();
14
- lerpPathPoints(p1: PathPoint, p2: PathPoint, alpha: number): void;
15
- copy(source: PathPoint): void;
16
- }
17
- export { PathPoint };
@@ -1,31 +0,0 @@
1
- import { Vector3 } from 'three/src/math/Vector3';
2
- /**
3
- * PathPoint
4
- */
5
- class PathPoint {
6
- pos = new Vector3();
7
- dir = new Vector3();
8
- right = new Vector3();
9
- up = new Vector3(); // normal
10
- dist = 0; // distance from start
11
- widthScale = 1; // for corner
12
- sharp = false; // marks as sharp corner
13
- constructor() { }
14
- lerpPathPoints(p1, p2, alpha) {
15
- this.pos.lerpVectors(p1.pos, p2.pos, alpha);
16
- this.dir.lerpVectors(p1.dir, p2.dir, alpha);
17
- this.up.lerpVectors(p1.up, p2.up, alpha);
18
- this.right.lerpVectors(p1.right, p2.right, alpha);
19
- this.dist = (p2.dist - p1.dist) * alpha + p1.dist;
20
- this.widthScale = (p2.widthScale - p1.widthScale) * alpha + p1.widthScale;
21
- }
22
- copy(source) {
23
- this.pos.copy(source.pos);
24
- this.dir.copy(source.dir);
25
- this.up.copy(source.up);
26
- this.right.copy(source.right);
27
- this.dist = source.dist;
28
- this.widthScale = source.widthScale;
29
- }
30
- }
31
- export { PathPoint };
@@ -1,36 +0,0 @@
1
- import { Vector3 } from 'three/src/math/Vector3';
2
-
3
- /**
4
- * PathPoint
5
- */
6
- class PathPoint {
7
- pos: Vector3 = new Vector3();
8
- dir: Vector3 = new Vector3();
9
- right: Vector3 = new Vector3();
10
- up: Vector3 = new Vector3(); // normal
11
- dist: number = 0; // distance from start
12
- widthScale: number = 1; // for corner
13
- sharp: boolean = false; // marks as sharp corner
14
-
15
- constructor() { }
16
-
17
- lerpPathPoints(p1: PathPoint, p2: PathPoint, alpha: number): void {
18
- this.pos.lerpVectors(p1.pos, p2.pos, alpha);
19
- this.dir.lerpVectors(p1.dir, p2.dir, alpha);
20
- this.up.lerpVectors(p1.up, p2.up, alpha);
21
- this.right.lerpVectors(p1.right, p2.right, alpha);
22
- this.dist = (p2.dist - p1.dist) * alpha + p1.dist;
23
- this.widthScale = (p2.widthScale - p1.widthScale) * alpha + p1.widthScale;
24
- }
25
-
26
- copy(source: PathPoint): void {
27
- this.pos.copy(source.pos);
28
- this.dir.copy(source.dir);
29
- this.up.copy(source.up);
30
- this.right.copy(source.right);
31
- this.dist = source.dist;
32
- this.widthScale = source.widthScale;
33
- }
34
- }
35
-
36
- export { PathPoint };
@@ -1,31 +0,0 @@
1
- import { Vector3 } from 'three/src/math/Vector3.js';
2
- import { PathPoint } from './PathPoint.js';
3
- /**
4
- * PathPointList
5
- * input points to generate a PathPoint list
6
- */
7
- declare class PathPointList {
8
- array: Array<PathPoint>;
9
- count: number;
10
- constructor();
11
- /**
12
- * Set points
13
- * @param {Vector3[]} points key points array
14
- * @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
15
- * @param {number} cornerSplit? the corner split. default is 10.
16
- * @param {number} up? force up. default is auto up (calculate by tangent).
17
- * @param {boolean} close? close path. default is false.
18
- */
19
- set(points: Array<Vector3>, cornerRadius?: number, cornerSplit?: number, up?: Vector3, close?: boolean): void;
20
- /**
21
- * Get distance of this path
22
- * @return {number}
23
- */
24
- distance(): number;
25
- _getByIndex(index: number): PathPoint;
26
- _start(current: Vector3, next: Vector3, up?: Vector3): void;
27
- _end(current: Vector3): void;
28
- _corner(current: Vector3, next: Vector3, cornerRadius: number, cornerSplit: number, up?: Vector3): void;
29
- _sharpCorner(current: Vector3, next: Vector3, up?: Vector3, dirType?: 0 | 1 | 2, sharp?: boolean): void;
30
- }
31
- export { PathPointList };
@@ -1,209 +0,0 @@
1
- import { Vector3 } from 'three/src/math/Vector3.js';
2
- import { PathPoint } from './PathPoint.js';
3
- import { Matrix4 } from 'three/src/math/Matrix4.js';
4
- import { QuadraticBezierCurve3 } from 'three/src/extras/curves/QuadraticBezierCurve3.js';
5
- const helpVec3_1 = new Vector3();
6
- const helpVec3_2 = new Vector3();
7
- const helpVec3_3 = new Vector3();
8
- const helpMat4 = new Matrix4();
9
- const helpCurve = new QuadraticBezierCurve3(new Vector3(), new Vector3(), new Vector3());
10
- function _getCornerBezierCurve(last, current, next, cornerRadius, firstCorner, out) {
11
- const lastDir = helpVec3_1.subVectors(current, last);
12
- const nextDir = helpVec3_2.subVectors(next, current);
13
- const lastDirLength = lastDir.length();
14
- const nextDirLength = nextDir.length();
15
- lastDir.normalize();
16
- nextDir.normalize();
17
- // cornerRadius can not bigger then lineDistance / 2, auto fix this
18
- const v0Dist = Math.min((firstCorner ? lastDirLength / 2 : lastDirLength) * 0.999999, cornerRadius);
19
- out.v0.copy(current).sub(lastDir.multiplyScalar(v0Dist));
20
- out.v1.copy(current);
21
- const v2Dist = Math.min((nextDirLength / 2) * 0.999999, cornerRadius);
22
- out.v2.copy(current).add(nextDir.multiplyScalar(v2Dist));
23
- return out;
24
- }
25
- /**
26
- * PathPointList
27
- * input points to generate a PathPoint list
28
- */
29
- class PathPointList {
30
- array = []; // path point array
31
- count = 0;
32
- constructor() { }
33
- /**
34
- * Set points
35
- * @param {Vector3[]} points key points array
36
- * @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
37
- * @param {number} cornerSplit? the corner split. default is 10.
38
- * @param {number} up? force up. default is auto up (calculate by tangent).
39
- * @param {boolean} close? close path. default is false.
40
- */
41
- set(points, cornerRadius = 0.1, cornerSplit = 10, up, close = false) {
42
- points = points.slice(0);
43
- if (points.length < 2) {
44
- console.warn('PathPointList: points length less than 2.');
45
- this.count = 0;
46
- return;
47
- }
48
- // Auto close
49
- if (close && !points[0].equals(points[points.length - 1])) {
50
- points.push(new Vector3().copy(points[0]));
51
- }
52
- // Generate path point list
53
- for (let i = 0, l = points.length; i < l; i++) {
54
- if (i === 0) {
55
- this._start(points[i], points[i + 1], up);
56
- }
57
- else if (i === l - 1) {
58
- if (close) {
59
- // Connect end point and start point
60
- this._corner(points[i], points[1], cornerRadius, cornerSplit, up);
61
- // Fix start point
62
- const dist = this.array[0].dist; // should not copy dist
63
- this.array[0].copy(this.array[this.count - 1]);
64
- this.array[0].dist = dist;
65
- }
66
- else {
67
- this._end(points[i]);
68
- }
69
- }
70
- else {
71
- this._corner(points[i], points[i + 1], cornerRadius, cornerSplit, up);
72
- }
73
- }
74
- }
75
- /**
76
- * Get distance of this path
77
- * @return {number}
78
- */
79
- distance() {
80
- if (this.count > 0) {
81
- return this.array[this.count - 1].dist;
82
- }
83
- return 0;
84
- }
85
- _getByIndex(index) {
86
- if (!this.array[index]) {
87
- this.array[index] = new PathPoint();
88
- }
89
- return this.array[index];
90
- }
91
- _start(current, next, up) {
92
- this.count = 0;
93
- const point = this._getByIndex(this.count);
94
- point.pos.copy(current);
95
- point.dir.subVectors(next, current);
96
- // init start up dir
97
- if (up) {
98
- point.up.copy(up);
99
- }
100
- else {
101
- // select an initial normal vector perpendicular to the first tangent vector
102
- let min = Number.MAX_VALUE;
103
- const tx = Math.abs(point.dir.x);
104
- const ty = Math.abs(point.dir.y);
105
- const tz = Math.abs(point.dir.z);
106
- if (tx < min) {
107
- min = tx;
108
- point.up.set(1, 0, 0);
109
- }
110
- if (ty < min) {
111
- min = ty;
112
- point.up.set(0, 1, 0);
113
- }
114
- if (tz < min) {
115
- min = tz;
116
- point.up.set(0, 0, 1);
117
- }
118
- }
119
- point.right.crossVectors(point.dir, point.up).normalize();
120
- point.up.crossVectors(point.right, point.dir).normalize();
121
- point.dist = 0;
122
- point.widthScale = 1;
123
- point.sharp = false;
124
- point.dir.normalize();
125
- this.count++;
126
- }
127
- _end(current) {
128
- const lastPoint = this.array[this.count - 1];
129
- const point = this._getByIndex(this.count);
130
- point.pos.copy(current);
131
- point.dir.subVectors(current, lastPoint.pos);
132
- const dist = point.dir.length();
133
- point.dir.normalize();
134
- point.up.copy(lastPoint.up); // copy last up
135
- const vec = helpVec3_1.crossVectors(lastPoint.dir, point.dir);
136
- if (vec.length() > Number.EPSILON) {
137
- vec.normalize();
138
- const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
139
- point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
140
- }
141
- point.right.crossVectors(point.dir, point.up).normalize();
142
- point.dist = lastPoint.dist + dist;
143
- point.widthScale = 1;
144
- point.sharp = false;
145
- this.count++;
146
- }
147
- _corner(current, next, cornerRadius, cornerSplit, up) {
148
- if (cornerRadius > 0 && cornerSplit > 0) {
149
- const lastPoint = this.array[this.count - 1];
150
- const curve = _getCornerBezierCurve(lastPoint.pos, current, next, cornerRadius, this.count - 1 === 0, helpCurve);
151
- const samplerPoints = curve.getPoints(cornerSplit);
152
- for (let f = 0; f < cornerSplit; f++) {
153
- this._sharpCorner(samplerPoints[f], samplerPoints[f + 1], up, f === 0 ? 1 : 0);
154
- }
155
- if (!samplerPoints[cornerSplit].equals(next)) {
156
- this._sharpCorner(samplerPoints[cornerSplit], next, up, 2);
157
- }
158
- }
159
- else {
160
- this._sharpCorner(current, next, up, 0, true);
161
- }
162
- }
163
- // dirType: 0 - use middle dir / 1 - use last dir / 2- use next dir
164
- _sharpCorner(current, next, up, dirType = 0, sharp = false) {
165
- const lastPoint = this.array[this.count - 1];
166
- const point = this._getByIndex(this.count);
167
- const lastDir = helpVec3_1.subVectors(current, lastPoint.pos);
168
- const nextDir = helpVec3_2.subVectors(next, current);
169
- const lastDirLength = lastDir.length();
170
- lastDir.normalize();
171
- nextDir.normalize();
172
- point.pos.copy(current);
173
- if (dirType === 1) {
174
- point.dir.copy(lastDir);
175
- }
176
- else if (dirType === 2) {
177
- point.dir.copy(nextDir);
178
- }
179
- else {
180
- point.dir.addVectors(lastDir, nextDir);
181
- point.dir.normalize();
182
- }
183
- if (up) {
184
- if (point.dir.dot(up) === 1) {
185
- point.right.crossVectors(nextDir, up).normalize();
186
- }
187
- else {
188
- point.right.crossVectors(point.dir, up).normalize();
189
- }
190
- point.up.crossVectors(point.right, point.dir).normalize();
191
- }
192
- else {
193
- point.up.copy(lastPoint.up);
194
- const vec = helpVec3_3.crossVectors(lastPoint.dir, point.dir);
195
- if (vec.length() > Number.EPSILON) {
196
- vec.normalize();
197
- const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
198
- point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
199
- }
200
- point.right.crossVectors(point.dir, point.up).normalize();
201
- }
202
- point.dist = lastPoint.dist + lastDirLength;
203
- const _cos = lastDir.dot(nextDir);
204
- point.widthScale = Math.min(1 / Math.sqrt((1 + _cos) / 2), 1.415) || 1;
205
- point.sharp = Math.abs(_cos - 1) > 0.05 && sharp;
206
- this.count++;
207
- }
208
- }
209
- export { PathPointList };