three-stdlib 2.28.12 → 2.29.1

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@@ -21,18 +21,31 @@ class LineGeometry extends LineSegmentsGeometry.LineSegmentsGeometry {
21
21
  super.setPositions(points);
22
22
  return this;
23
23
  }
24
- setColors(array) {
25
- const length = array.length - 3;
24
+ setColors(array, itemSize = 3) {
25
+ const length = array.length - itemSize;
26
26
  const colors = new Float32Array(2 * length);
27
- for (let i = 0; i < length; i += 3) {
28
- colors[2 * i] = array[i];
29
- colors[2 * i + 1] = array[i + 1];
30
- colors[2 * i + 2] = array[i + 2];
31
- colors[2 * i + 3] = array[i + 3];
32
- colors[2 * i + 4] = array[i + 4];
33
- colors[2 * i + 5] = array[i + 5];
27
+ if (itemSize === 3) {
28
+ for (let i = 0; i < length; i += itemSize) {
29
+ colors[2 * i] = array[i];
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+ colors[2 * i + 1] = array[i + 1];
31
+ colors[2 * i + 2] = array[i + 2];
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+ colors[2 * i + 3] = array[i + 3];
33
+ colors[2 * i + 4] = array[i + 4];
34
+ colors[2 * i + 5] = array[i + 5];
35
+ }
36
+ } else {
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+ for (let i = 0; i < length; i += itemSize) {
38
+ colors[2 * i] = array[i];
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+ colors[2 * i + 1] = array[i + 1];
40
+ colors[2 * i + 2] = array[i + 2];
41
+ colors[2 * i + 3] = array[i + 3];
42
+ colors[2 * i + 4] = array[i + 4];
43
+ colors[2 * i + 5] = array[i + 5];
44
+ colors[2 * i + 6] = array[i + 6];
45
+ colors[2 * i + 7] = array[i + 7];
46
+ }
34
47
  }
35
- super.setColors(colors);
48
+ super.setColors(colors, itemSize);
36
49
  return this;
37
50
  }
38
51
  fromLine(line) {
@@ -1 +1 @@
1
- {"version":3,"file":"LineGeometry.cjs","sources":["../../src/lines/LineGeometry.js"],"sourcesContent":["import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry'\n\nclass LineGeometry extends LineSegmentsGeometry {\n constructor() {\n super()\n\n this.isLineGeometry = true\n\n this.type = 'LineGeometry'\n }\n\n setPositions(array) {\n // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n const length = array.length - 3\n const points = new Float32Array(2 * length)\n\n for (let i = 0; i < length; i += 3) {\n points[2 * i] = array[i]\n points[2 * i + 1] = array[i + 1]\n points[2 * i + 2] = array[i + 2]\n\n points[2 * i + 3] = array[i + 3]\n points[2 * i + 4] = array[i + 4]\n points[2 * i + 5] = array[i + 5]\n }\n\n super.setPositions(points)\n\n return this\n }\n\n setColors(array) {\n // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n\n const length = array.length - 3\n const colors = new Float32Array(2 * length)\n\n for (let i = 0; i < length; i += 3) {\n colors[2 * i] = array[i]\n colors[2 * i + 1] = array[i + 1]\n colors[2 * i + 2] = array[i + 2]\n\n colors[2 * i + 3] = array[i + 3]\n colors[2 * i + 4] = array[i + 4]\n colors[2 * i + 5] = array[i + 5]\n }\n\n super.setColors(colors)\n\n return this\n }\n\n fromLine(line) {\n const geometry = line.geometry\n\n this.setPositions(geometry.attributes.position.array) // assumes non-indexed\n\n // set colors, maybe\n\n return this\n }\n}\n\nexport { LineGeometry }\n"],"names":["LineSegmentsGeometry"],"mappings":";;;AAEA,MAAM,qBAAqBA,qBAAAA,qBAAqB;AAAA,EAC9C,cAAc;AACZ,UAAO;AAEP,SAAK,iBAAiB;AAEtB,SAAK,OAAO;AAAA,EACb;AAAA,EAED,aAAa,OAAO;AAGlB,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,GAAG;AAClC,aAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,IAChC;AAED,UAAM,aAAa,MAAM;AAEzB,WAAO;AAAA,EACR;AAAA,EAED,UAAU,OAAO;AAGf,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,GAAG;AAClC,aAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,IAChC;AAED,UAAM,UAAU,MAAM;AAEtB,WAAO;AAAA,EACR;AAAA,EAED,SAAS,MAAM;AACb,UAAM,WAAW,KAAK;AAEtB,SAAK,aAAa,SAAS,WAAW,SAAS,KAAK;AAIpD,WAAO;AAAA,EACR;AACH;;"}
1
+ {"version":3,"file":"LineGeometry.cjs","sources":["../../src/lines/LineGeometry.js"],"sourcesContent":["import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry'\n\nclass LineGeometry extends LineSegmentsGeometry {\n constructor() {\n super()\n\n this.isLineGeometry = true\n\n this.type = 'LineGeometry'\n }\n\n setPositions(array) {\n // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n const length = array.length - 3\n const points = new Float32Array(2 * length)\n\n for (let i = 0; i < length; i += 3) {\n points[2 * i] = array[i]\n points[2 * i + 1] = array[i + 1]\n points[2 * i + 2] = array[i + 2]\n\n points[2 * i + 3] = array[i + 3]\n points[2 * i + 4] = array[i + 4]\n points[2 * i + 5] = array[i + 5]\n }\n\n super.setPositions(points)\n\n return this\n }\n\n setColors(array, itemSize = 3) {\n // converts [ r1, g1, b1, (a1), r2, g2, b2, (a2), ... ] to pairs format\n\n const length = array.length - itemSize\n const colors = new Float32Array(2 * length)\n\n if (itemSize === 3) {\n for (let i = 0; i < length; i += itemSize) {\n colors[2 * i] = array[i]\n colors[2 * i + 1] = array[i + 1]\n colors[2 * i + 2] = array[i + 2]\n\n colors[2 * i + 3] = array[i + 3]\n colors[2 * i + 4] = array[i + 4]\n colors[2 * i + 5] = array[i + 5]\n }\n } else {\n for (let i = 0; i < length; i += itemSize) {\n colors[2 * i] = array[i]\n colors[2 * i + 1] = array[i + 1]\n colors[2 * i + 2] = array[i + 2]\n colors[2 * i + 3] = array[i + 3]\n\n colors[2 * i + 4] = array[i + 4]\n colors[2 * i + 5] = array[i + 5]\n colors[2 * i + 6] = array[i + 6]\n colors[2 * i + 7] = array[i + 7]\n }\n }\n\n super.setColors(colors, itemSize)\n\n return this\n }\n\n fromLine(line) {\n const geometry = line.geometry\n\n this.setPositions(geometry.attributes.position.array) // assumes non-indexed\n\n // set colors, maybe\n\n return this\n }\n}\n\nexport { LineGeometry }\n"],"names":["LineSegmentsGeometry"],"mappings":";;;AAEA,MAAM,qBAAqBA,qBAAAA,qBAAqB;AAAA,EAC9C,cAAc;AACZ,UAAO;AAEP,SAAK,iBAAiB;AAEtB,SAAK,OAAO;AAAA,EACb;AAAA,EAED,aAAa,OAAO;AAGlB,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,GAAG;AAClC,aAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,IAChC;AAED,UAAM,aAAa,MAAM;AAEzB,WAAO;AAAA,EACR;AAAA,EAED,UAAU,OAAO,WAAW,GAAG;AAG7B,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,QAAI,aAAa,GAAG;AAClB,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,UAAU;AACzC,eAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,MAChC;AAAA,IACP,OAAW;AACL,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,UAAU;AACzC,eAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,MAChC;AAAA,IACF;AAED,UAAM,UAAU,QAAQ,QAAQ;AAEhC,WAAO;AAAA,EACR;AAAA,EAED,SAAS,MAAM;AACb,UAAM,WAAW,KAAK;AAEtB,SAAK,aAAa,SAAS,WAAW,SAAS,KAAK;AAIpD,WAAO;AAAA,EACR;AACH;;"}
@@ -19,18 +19,31 @@ class LineGeometry extends LineSegmentsGeometry {
19
19
  super.setPositions(points);
20
20
  return this;
21
21
  }
22
- setColors(array) {
23
- const length = array.length - 3;
22
+ setColors(array, itemSize = 3) {
23
+ const length = array.length - itemSize;
24
24
  const colors = new Float32Array(2 * length);
25
- for (let i = 0; i < length; i += 3) {
26
- colors[2 * i] = array[i];
27
- colors[2 * i + 1] = array[i + 1];
28
- colors[2 * i + 2] = array[i + 2];
29
- colors[2 * i + 3] = array[i + 3];
30
- colors[2 * i + 4] = array[i + 4];
31
- colors[2 * i + 5] = array[i + 5];
25
+ if (itemSize === 3) {
26
+ for (let i = 0; i < length; i += itemSize) {
27
+ colors[2 * i] = array[i];
28
+ colors[2 * i + 1] = array[i + 1];
29
+ colors[2 * i + 2] = array[i + 2];
30
+ colors[2 * i + 3] = array[i + 3];
31
+ colors[2 * i + 4] = array[i + 4];
32
+ colors[2 * i + 5] = array[i + 5];
33
+ }
34
+ } else {
35
+ for (let i = 0; i < length; i += itemSize) {
36
+ colors[2 * i] = array[i];
37
+ colors[2 * i + 1] = array[i + 1];
38
+ colors[2 * i + 2] = array[i + 2];
39
+ colors[2 * i + 3] = array[i + 3];
40
+ colors[2 * i + 4] = array[i + 4];
41
+ colors[2 * i + 5] = array[i + 5];
42
+ colors[2 * i + 6] = array[i + 6];
43
+ colors[2 * i + 7] = array[i + 7];
44
+ }
32
45
  }
33
- super.setColors(colors);
46
+ super.setColors(colors, itemSize);
34
47
  return this;
35
48
  }
36
49
  fromLine(line) {
@@ -1 +1 @@
1
- {"version":3,"file":"LineGeometry.js","sources":["../../src/lines/LineGeometry.js"],"sourcesContent":["import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry'\n\nclass LineGeometry extends LineSegmentsGeometry {\n constructor() {\n super()\n\n this.isLineGeometry = true\n\n this.type = 'LineGeometry'\n }\n\n setPositions(array) {\n // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n const length = array.length - 3\n const points = new Float32Array(2 * length)\n\n for (let i = 0; i < length; i += 3) {\n points[2 * i] = array[i]\n points[2 * i + 1] = array[i + 1]\n points[2 * i + 2] = array[i + 2]\n\n points[2 * i + 3] = array[i + 3]\n points[2 * i + 4] = array[i + 4]\n points[2 * i + 5] = array[i + 5]\n }\n\n super.setPositions(points)\n\n return this\n }\n\n setColors(array) {\n // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n\n const length = array.length - 3\n const colors = new Float32Array(2 * length)\n\n for (let i = 0; i < length; i += 3) {\n colors[2 * i] = array[i]\n colors[2 * i + 1] = array[i + 1]\n colors[2 * i + 2] = array[i + 2]\n\n colors[2 * i + 3] = array[i + 3]\n colors[2 * i + 4] = array[i + 4]\n colors[2 * i + 5] = array[i + 5]\n }\n\n super.setColors(colors)\n\n return this\n }\n\n fromLine(line) {\n const geometry = line.geometry\n\n this.setPositions(geometry.attributes.position.array) // assumes non-indexed\n\n // set colors, maybe\n\n return this\n }\n}\n\nexport { LineGeometry }\n"],"names":[],"mappings":";AAEA,MAAM,qBAAqB,qBAAqB;AAAA,EAC9C,cAAc;AACZ,UAAO;AAEP,SAAK,iBAAiB;AAEtB,SAAK,OAAO;AAAA,EACb;AAAA,EAED,aAAa,OAAO;AAGlB,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,GAAG;AAClC,aAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,IAChC;AAED,UAAM,aAAa,MAAM;AAEzB,WAAO;AAAA,EACR;AAAA,EAED,UAAU,OAAO;AAGf,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,GAAG;AAClC,aAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,IAChC;AAED,UAAM,UAAU,MAAM;AAEtB,WAAO;AAAA,EACR;AAAA,EAED,SAAS,MAAM;AACb,UAAM,WAAW,KAAK;AAEtB,SAAK,aAAa,SAAS,WAAW,SAAS,KAAK;AAIpD,WAAO;AAAA,EACR;AACH;"}
1
+ {"version":3,"file":"LineGeometry.js","sources":["../../src/lines/LineGeometry.js"],"sourcesContent":["import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry'\n\nclass LineGeometry extends LineSegmentsGeometry {\n constructor() {\n super()\n\n this.isLineGeometry = true\n\n this.type = 'LineGeometry'\n }\n\n setPositions(array) {\n // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n const length = array.length - 3\n const points = new Float32Array(2 * length)\n\n for (let i = 0; i < length; i += 3) {\n points[2 * i] = array[i]\n points[2 * i + 1] = array[i + 1]\n points[2 * i + 2] = array[i + 2]\n\n points[2 * i + 3] = array[i + 3]\n points[2 * i + 4] = array[i + 4]\n points[2 * i + 5] = array[i + 5]\n }\n\n super.setPositions(points)\n\n return this\n }\n\n setColors(array, itemSize = 3) {\n // converts [ r1, g1, b1, (a1), r2, g2, b2, (a2), ... ] to pairs format\n\n const length = array.length - itemSize\n const colors = new Float32Array(2 * length)\n\n if (itemSize === 3) {\n for (let i = 0; i < length; i += itemSize) {\n colors[2 * i] = array[i]\n colors[2 * i + 1] = array[i + 1]\n colors[2 * i + 2] = array[i + 2]\n\n colors[2 * i + 3] = array[i + 3]\n colors[2 * i + 4] = array[i + 4]\n colors[2 * i + 5] = array[i + 5]\n }\n } else {\n for (let i = 0; i < length; i += itemSize) {\n colors[2 * i] = array[i]\n colors[2 * i + 1] = array[i + 1]\n colors[2 * i + 2] = array[i + 2]\n colors[2 * i + 3] = array[i + 3]\n\n colors[2 * i + 4] = array[i + 4]\n colors[2 * i + 5] = array[i + 5]\n colors[2 * i + 6] = array[i + 6]\n colors[2 * i + 7] = array[i + 7]\n }\n }\n\n super.setColors(colors, itemSize)\n\n return this\n }\n\n fromLine(line) {\n const geometry = line.geometry\n\n this.setPositions(geometry.attributes.position.array) // assumes non-indexed\n\n // set colors, maybe\n\n return this\n }\n}\n\nexport { LineGeometry }\n"],"names":[],"mappings":";AAEA,MAAM,qBAAqB,qBAAqB;AAAA,EAC9C,cAAc;AACZ,UAAO;AAEP,SAAK,iBAAiB;AAEtB,SAAK,OAAO;AAAA,EACb;AAAA,EAED,aAAa,OAAO;AAGlB,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,aAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,GAAG;AAClC,aAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,aAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,IAChC;AAED,UAAM,aAAa,MAAM;AAEzB,WAAO;AAAA,EACR;AAAA,EAED,UAAU,OAAO,WAAW,GAAG;AAG7B,UAAM,SAAS,MAAM,SAAS;AAC9B,UAAM,SAAS,IAAI,aAAa,IAAI,MAAM;AAE1C,QAAI,aAAa,GAAG;AAClB,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,UAAU;AACzC,eAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,MAChC;AAAA,IACP,OAAW;AACL,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK,UAAU;AACzC,eAAO,IAAI,CAAC,IAAI,MAAM,CAAC;AACvB,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAE/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAC/B,eAAO,IAAI,IAAI,CAAC,IAAI,MAAM,IAAI,CAAC;AAAA,MAChC;AAAA,IACF;AAED,UAAM,UAAU,QAAQ,QAAQ;AAEhC,WAAO;AAAA,EACR;AAAA,EAED,SAAS,MAAM;AACb,UAAM,WAAW,KAAK;AAEtB,SAAK,aAAa,SAAS,WAAW,SAAS,KAAK;AAIpD,WAAO;AAAA,EACR;AACH;"}
@@ -25,7 +25,6 @@ class LineMaterial extends THREE.ShaderMaterial {
25
25
  /* glsl */
26
26
  `
27
27
  #include <common>
28
- #include <color_pars_vertex>
29
28
  #include <fog_pars_vertex>
30
29
  #include <logdepthbuf_pars_vertex>
31
30
  #include <clipping_planes_pars_vertex>
@@ -36,8 +35,15 @@ class LineMaterial extends THREE.ShaderMaterial {
36
35
  attribute vec3 instanceStart;
37
36
  attribute vec3 instanceEnd;
38
37
 
39
- attribute vec3 instanceColorStart;
40
- attribute vec3 instanceColorEnd;
38
+ #ifdef USE_LINE_COLOR_ALPHA
39
+ varying vec4 vLineColor;
40
+ attribute vec4 instanceColorStart;
41
+ attribute vec4 instanceColorEnd;
42
+ #else
43
+ varying vec3 vLineColor;
44
+ attribute vec3 instanceColorStart;
45
+ attribute vec3 instanceColorEnd;
46
+ #endif
41
47
 
42
48
  #ifdef WORLD_UNITS
43
49
 
@@ -83,11 +89,7 @@ class LineMaterial extends THREE.ShaderMaterial {
83
89
 
84
90
  void main() {
85
91
 
86
- #ifdef USE_COLOR
87
-
88
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
89
-
90
- #endif
92
+ vLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
91
93
 
92
94
  #ifdef USE_DASH
93
95
 
@@ -289,11 +291,16 @@ class LineMaterial extends THREE.ShaderMaterial {
289
291
  #endif
290
292
 
291
293
  #include <common>
292
- #include <color_pars_fragment>
293
294
  #include <fog_pars_fragment>
294
295
  #include <logdepthbuf_pars_fragment>
295
296
  #include <clipping_planes_pars_fragment>
296
297
 
298
+ #ifdef USE_LINE_COLOR_ALPHA
299
+ varying vec4 vLineColor;
300
+ #else
301
+ varying vec3 vLineColor;
302
+ #endif
303
+
297
304
  vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
298
305
 
299
306
  float mua;
@@ -402,11 +409,15 @@ class LineMaterial extends THREE.ShaderMaterial {
402
409
  #endif
403
410
 
404
411
  vec4 diffuseColor = vec4( diffuse, alpha );
412
+ #ifdef USE_LINE_COLOR_ALPHA
413
+ diffuseColor *= vLineColor;
414
+ #else
415
+ diffuseColor.rgb *= vLineColor;
416
+ #endif
405
417
 
406
418
  #include <logdepthbuf_fragment>
407
- #include <color_fragment>
408
419
 
409
- gl_FragColor = vec4( diffuseColor.rgb, alpha );
420
+ gl_FragColor = diffuseColor;
410
421
 
411
422
  #include <tonemapping_fragment>
412
423
  #include <${parseInt(THREE.REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
@@ -420,6 +431,13 @@ class LineMaterial extends THREE.ShaderMaterial {
420
431
  // required for clipping support
421
432
  });
422
433
  this.isLineMaterial = true;
434
+ this.onBeforeCompile = function() {
435
+ if (this.transparent) {
436
+ this.defines.USE_LINE_COLOR_ALPHA = "1";
437
+ } else {
438
+ delete this.defines.USE_LINE_COLOR_ALPHA;
439
+ }
440
+ };
423
441
  Object.defineProperties(this, {
424
442
  color: {
425
443
  enumerable: true,
@@ -1 +1 @@
1
- {"version":3,"file":"LineMaterial.cjs","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_vertex>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\tattribute vec3 instanceColorEnd;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#ifdef USE_COLOR\n\n\t\t\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_fragment>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\t#include <color_fragment>\n\n\t\t\t\t\tgl_FragColor = vec4( diffuseColor.rgb, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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+ {"version":3,"file":"LineMaterial.cjs","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t\tattribute vec4 instanceColorStart;\n\t\t\t\t\tattribute vec4 instanceColorEnd;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\t\tattribute vec3 instanceColorEnd;\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t#endif\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\t\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\t\tdiffuseColor *= vLineColor;\n\t\t\t\t\t#else\n\t\t\t\t\t\tdiffuseColor.rgb *= vLineColor;\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\t\t\tgl_FragColor = diffuseColor;\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n this.onBeforeCompile = function () {\n if (this.transparent) {\n this.defines.USE_LINE_COLOR_ALPHA = '1'\n } else {\n delete this.defines.USE_LINE_COLOR_ALPHA\n }\n }\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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@@ -23,7 +23,6 @@ class LineMaterial extends ShaderMaterial {
23
23
  /* glsl */
24
24
  `
25
25
  #include <common>
26
- #include <color_pars_vertex>
27
26
  #include <fog_pars_vertex>
28
27
  #include <logdepthbuf_pars_vertex>
29
28
  #include <clipping_planes_pars_vertex>
@@ -34,8 +33,15 @@ class LineMaterial extends ShaderMaterial {
34
33
  attribute vec3 instanceStart;
35
34
  attribute vec3 instanceEnd;
36
35
 
37
- attribute vec3 instanceColorStart;
38
- attribute vec3 instanceColorEnd;
36
+ #ifdef USE_LINE_COLOR_ALPHA
37
+ varying vec4 vLineColor;
38
+ attribute vec4 instanceColorStart;
39
+ attribute vec4 instanceColorEnd;
40
+ #else
41
+ varying vec3 vLineColor;
42
+ attribute vec3 instanceColorStart;
43
+ attribute vec3 instanceColorEnd;
44
+ #endif
39
45
 
40
46
  #ifdef WORLD_UNITS
41
47
 
@@ -81,11 +87,7 @@ class LineMaterial extends ShaderMaterial {
81
87
 
82
88
  void main() {
83
89
 
84
- #ifdef USE_COLOR
85
-
86
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
87
-
88
- #endif
90
+ vLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
89
91
 
90
92
  #ifdef USE_DASH
91
93
 
@@ -287,11 +289,16 @@ class LineMaterial extends ShaderMaterial {
287
289
  #endif
288
290
 
289
291
  #include <common>
290
- #include <color_pars_fragment>
291
292
  #include <fog_pars_fragment>
292
293
  #include <logdepthbuf_pars_fragment>
293
294
  #include <clipping_planes_pars_fragment>
294
295
 
296
+ #ifdef USE_LINE_COLOR_ALPHA
297
+ varying vec4 vLineColor;
298
+ #else
299
+ varying vec3 vLineColor;
300
+ #endif
301
+
295
302
  vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
296
303
 
297
304
  float mua;
@@ -400,11 +407,15 @@ class LineMaterial extends ShaderMaterial {
400
407
  #endif
401
408
 
402
409
  vec4 diffuseColor = vec4( diffuse, alpha );
410
+ #ifdef USE_LINE_COLOR_ALPHA
411
+ diffuseColor *= vLineColor;
412
+ #else
413
+ diffuseColor.rgb *= vLineColor;
414
+ #endif
403
415
 
404
416
  #include <logdepthbuf_fragment>
405
- #include <color_fragment>
406
417
 
407
- gl_FragColor = vec4( diffuseColor.rgb, alpha );
418
+ gl_FragColor = diffuseColor;
408
419
 
409
420
  #include <tonemapping_fragment>
410
421
  #include <${parseInt(REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
@@ -418,6 +429,13 @@ class LineMaterial extends ShaderMaterial {
418
429
  // required for clipping support
419
430
  });
420
431
  this.isLineMaterial = true;
432
+ this.onBeforeCompile = function() {
433
+ if (this.transparent) {
434
+ this.defines.USE_LINE_COLOR_ALPHA = "1";
435
+ } else {
436
+ delete this.defines.USE_LINE_COLOR_ALPHA;
437
+ }
438
+ };
421
439
  Object.defineProperties(this, {
422
440
  color: {
423
441
  enumerable: true,
@@ -1 +1 @@
1
- {"version":3,"file":"LineMaterial.js","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_vertex>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\tattribute vec3 instanceColorEnd;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#ifdef USE_COLOR\n\n\t\t\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_fragment>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\t#include <color_fragment>\n\n\t\t\t\t\tgl_FragColor = vec4( diffuseColor.rgb, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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+ {"version":3,"file":"LineMaterial.js","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t\tattribute vec4 instanceColorStart;\n\t\t\t\t\tattribute vec4 instanceColorEnd;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\t\tattribute vec3 instanceColorEnd;\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t#endif\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\t\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\t\tdiffuseColor *= vLineColor;\n\t\t\t\t\t#else\n\t\t\t\t\t\tdiffuseColor.rgb *= vLineColor;\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\t\t\tgl_FragColor = diffuseColor;\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n this.onBeforeCompile = function () {\n if (this.transparent) {\n this.defines.USE_LINE_COLOR_ALPHA = '1'\n } else {\n delete this.defines.USE_LINE_COLOR_ALPHA\n }\n }\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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@@ -45,16 +45,16 @@ class LineSegmentsGeometry extends THREE.InstancedBufferGeometry {
45
45
  this.computeBoundingSphere();
46
46
  return this;
47
47
  }
48
- setColors(array) {
48
+ setColors(array, itemSize = 3) {
49
49
  let colors;
50
50
  if (array instanceof Float32Array) {
51
51
  colors = array;
52
52
  } else if (Array.isArray(array)) {
53
53
  colors = new Float32Array(array);
54
54
  }
55
- const instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, 6, 1);
56
- this.setAttribute("instanceColorStart", new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 0));
57
- this.setAttribute("instanceColorEnd", new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 3));
55
+ const instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, itemSize * 2, 1);
56
+ this.setAttribute("instanceColorStart", new THREE.InterleavedBufferAttribute(instanceColorBuffer, itemSize, 0));
57
+ this.setAttribute("instanceColorEnd", new THREE.InterleavedBufferAttribute(instanceColorBuffer, itemSize, itemSize));
58
58
  return this;
59
59
  }
60
60
  fromWireframeGeometry(geometry) {
@@ -1 +1 @@
1
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+ {"version":3,"file":"LineSegmentsGeometry.cjs","sources":["../../src/lines/LineSegmentsGeometry.js"],"sourcesContent":["import {\n Box3,\n Float32BufferAttribute,\n InstancedBufferGeometry,\n InstancedInterleavedBuffer,\n InterleavedBufferAttribute,\n Sphere,\n Vector3,\n WireframeGeometry,\n} from 'three'\n\nconst _box = new Box3()\nconst _vector = new Vector3()\n\nclass LineSegmentsGeometry extends InstancedBufferGeometry {\n constructor() {\n super()\n\n this.isLineSegmentsGeometry = true\n\n this.type = 'LineSegmentsGeometry'\n\n const positions = [-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0]\n const uvs = [-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2]\n const index = [0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5]\n\n this.setIndex(index)\n this.setAttribute('position', new Float32BufferAttribute(positions, 3))\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2))\n }\n\n applyMatrix4(matrix) {\n const start = this.attributes.instanceStart\n const end = this.attributes.instanceEnd\n\n if (start !== undefined) {\n start.applyMatrix4(matrix)\n\n end.applyMatrix4(matrix)\n\n start.needsUpdate = true\n }\n\n if (this.boundingBox !== null) {\n this.computeBoundingBox()\n }\n\n if (this.boundingSphere !== null) {\n this.computeBoundingSphere()\n }\n\n return this\n }\n\n setPositions(array) {\n let lineSegments\n\n if (array instanceof Float32Array) {\n lineSegments = array\n } else if (Array.isArray(array)) {\n lineSegments = new Float32Array(array)\n }\n\n const instanceBuffer = new InstancedInterleavedBuffer(lineSegments, 6, 1) // xyz, xyz\n\n this.setAttribute('instanceStart', new InterleavedBufferAttribute(instanceBuffer, 3, 0)) // xyz\n this.setAttribute('instanceEnd', new InterleavedBufferAttribute(instanceBuffer, 3, 3)) // xyz\n\n //\n\n this.computeBoundingBox()\n this.computeBoundingSphere()\n\n return this\n }\n\n setColors(array, itemSize = 3) {\n let colors\n\n if (array instanceof Float32Array) {\n colors = array\n } else if (Array.isArray(array)) {\n colors = new Float32Array(array)\n }\n\n const instanceColorBuffer = new InstancedInterleavedBuffer(colors, itemSize * 2, 1) // rgb(a), rgb(a)\n\n this.setAttribute('instanceColorStart', new InterleavedBufferAttribute(instanceColorBuffer, itemSize, 0)) // rgb(a)\n this.setAttribute('instanceColorEnd', new InterleavedBufferAttribute(instanceColorBuffer, itemSize, itemSize)) // rgb(a)\n\n return this\n }\n\n fromWireframeGeometry(geometry) {\n this.setPositions(geometry.attributes.position.array)\n\n return this\n }\n\n fromEdgesGeometry(geometry) {\n this.setPositions(geometry.attributes.position.array)\n\n return this\n }\n\n fromMesh(mesh) {\n this.fromWireframeGeometry(new WireframeGeometry(mesh.geometry))\n\n // set colors, maybe\n\n return this\n }\n\n fromLineSegments(lineSegments) {\n const geometry = lineSegments.geometry\n\n this.setPositions(geometry.attributes.position.array) // assumes non-indexed\n\n // set colors, maybe\n\n return this\n }\n\n computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new Box3()\n }\n\n const start = this.attributes.instanceStart\n const end = this.attributes.instanceEnd\n\n if (start !== undefined && end !== undefined) {\n this.boundingBox.setFromBufferAttribute(start)\n\n _box.setFromBufferAttribute(end)\n\n this.boundingBox.union(_box)\n }\n }\n\n computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new Sphere()\n }\n\n if (this.boundingBox === null) {\n this.computeBoundingBox()\n }\n\n const start = this.attributes.instanceStart\n const end = this.attributes.instanceEnd\n\n if (start !== undefined && end !== undefined) {\n const center = this.boundingSphere.center\n\n this.boundingBox.getCenter(center)\n\n let maxRadiusSq = 0\n\n for (let i = 0, il = start.count; i < il; i++) {\n _vector.fromBufferAttribute(start, i)\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector))\n\n _vector.fromBufferAttribute(end, i)\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector))\n }\n\n this.boundingSphere.radius = Math.sqrt(maxRadiusSq)\n\n if (isNaN(this.boundingSphere.radius)) {\n console.error(\n 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. 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@@ -11,6 +11,6 @@ export class LineSegmentsGeometry extends InstancedBufferGeometry {
11
11
  fromLineSegments(lineSegments: LineSegments): this
12
12
  fromMesh(mesh: Mesh): this
13
13
  fromWireframeGeometry(geometry: WireframeGeometry): this
14
- setColors(array: number[] | Float32Array): this
14
+ setColors(array: number[] | Float32Array, itemSize?: 3 | 4): this
15
15
  setPositions(array: number[] | Float32Array): this
16
16
  }
@@ -43,16 +43,16 @@ class LineSegmentsGeometry extends InstancedBufferGeometry {
43
43
  this.computeBoundingSphere();
44
44
  return this;
45
45
  }
46
- setColors(array) {
46
+ setColors(array, itemSize = 3) {
47
47
  let colors;
48
48
  if (array instanceof Float32Array) {
49
49
  colors = array;
50
50
  } else if (Array.isArray(array)) {
51
51
  colors = new Float32Array(array);
52
52
  }
53
- const instanceColorBuffer = new InstancedInterleavedBuffer(colors, 6, 1);
54
- this.setAttribute("instanceColorStart", new InterleavedBufferAttribute(instanceColorBuffer, 3, 0));
55
- this.setAttribute("instanceColorEnd", new InterleavedBufferAttribute(instanceColorBuffer, 3, 3));
53
+ const instanceColorBuffer = new InstancedInterleavedBuffer(colors, itemSize * 2, 1);
54
+ this.setAttribute("instanceColorStart", new InterleavedBufferAttribute(instanceColorBuffer, itemSize, 0));
55
+ this.setAttribute("instanceColorEnd", new InterleavedBufferAttribute(instanceColorBuffer, itemSize, itemSize));
56
56
  return this;
57
57
  }
58
58
  fromWireframeGeometry(geometry) {
@@ -1 +1 @@
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "three-stdlib",
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- "version": "2.28.12",
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+ "version": "2.29.1",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",