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Merge pull request #20538 from AdaRoseCannon/curve-modifier
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Examples: Added curve modifier examples
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mrdoob authored Oct 27, 2020
2 parents dab8c9e + 07d0da2 commit 6d60606
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50 changes: 50 additions & 0 deletions examples/jsm/misc/CurveModifier.d.ts
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import { Geometry, Material, Mesh, Spline } from '../../../build/three.module';
import {
DataTexture,
Curve,
Uniform,
Material,
InstancedMesh
} from '../../../src/Three';
import { Flow } from './CurveModifier';
import { modifyShader } from './CurveModifier';
import { getUniforms } from './CurveModifier';
import { updateSplineTexture } from './CurveModifier';
import { initSplineTexture } from "./CurveModifier";

interface SplineUniform {
spineTexture: Uniform,
pathOffset: Uniform,
pathSegment: Uniform,
spineOffset: Uniform,
Uniform,
flow: Uniform,
}
export function initSplineTexture(size?: number): DataTexture;

export function updateSplineTexture(texture: DataTexture, splineCurve: Curve, offset?: number);

export function getUniforms(splineTexture: DataTexture): SplineUniform;

export function modifyShader(material: Material, uniforms: SplineUniform, numberOfCurves?: number);

export class Flow {
constructor(mesh: Mesh, numberOfCurves?: number);
curveArray: number[];
curveLengthArray: number[];
object3D: Mesh;
splineTexure: DataTexture;
uniforms: SplineUniform;
updateCurve(index: number, curve: Curve);
moveAlongCurve(amount: number);
}

export class InstancedFlow extends Flow {
constructor(count:Number, curveCount:Number, geometry: Geometry, material: Material);
object3D: InstancedMesh;
offsets: number[];
whichCurve: number[];

moveIndividualAlongCurve(index: number, offset: number);
setCurve( index: number, curveNo: number )
}
317 changes: 317 additions & 0 deletions examples/jsm/misc/CurveModifier.js
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// Original src: https://github.com/zz85/threejs-path-flow
const BITS = 3;
const TEXTURE_WIDTH = 1024;
const TEXTURE_HEIGHT = 4;

import {
DataTexture,
RGBFormat,
FloatType,
RepeatWrapping,
Mesh,
InstancedMesh,
NearestFilter,
DynamicDrawUsage,
Matrix4
} from "../../../build/three.module.js";

/**
* Make a new DataTexture to store the descriptions of the curves.
*
* @param { number } numberOfCurves the number of curves needed to be described by this texture.
*/
export function initSplineTexture( numberOfCurves = 1 ) {

const dataArray = new Float32Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * BITS );
const dataTexture = new DataTexture(
dataArray,
TEXTURE_WIDTH,
TEXTURE_HEIGHT * numberOfCurves,
RGBFormat,
FloatType
);

dataTexture.wrapS = RepeatWrapping;
dataTexture.wrapY = RepeatWrapping;
dataTexture.magFilter = NearestFilter;
dataTexture.needsUpdate = true;

return dataTexture;

}

/**
* Write the curve description to the data texture
*
* @param { DataTexture } texture The DataTexture to write to
* @param { Curve } splineCurve The curve to describe
* @param { number } offset Which curve slot to write to
*/
export function updateSplineTexture( texture, splineCurve, offset = 0 ) {

const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) );
splineCurve.arcLengthDivisions = numberOfPoints / 2;
splineCurve.updateArcLengths();
const points = splineCurve.getSpacedPoints( numberOfPoints );
const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true );

for ( let i = 0; i < numberOfPoints; i ++ ) {

const rowOffset = Math.floor( i / TEXTURE_WIDTH );
const rowIndex = i % TEXTURE_WIDTH;

let pt = points[ i ];
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
pt = frenetFrames.tangents[ i ];
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
pt = frenetFrames.normals[ i ];
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
pt = frenetFrames.binormals[ i ];
setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + ( TEXTURE_HEIGHT * offset ) );

}

texture.needsUpdate = true;

}


function setTextureValue( texture, index, x, y, z, o ) {

const image = texture.image;
const { data } = image;
const i = BITS * TEXTURE_WIDTH * o; // Row Offset
data[ index * BITS + i + 0 ] = x;
data[ index * BITS + i + 1 ] = y;
data[ index * BITS + i + 2 ] = z;

}

/**
* Create a new set of uniforms for describing the curve modifier
*
* @param { DataTexture } Texture which holds the curve description
*/
export function getUniforms( splineTexture ) {

const uniforms = {
spineTexture: { value: splineTexture },
pathOffset: { type: 'f', value: 0 }, // time of path curve
pathSegment: { type: 'f', value: 1 }, // fractional length of path
spineOffset: { type: 'f', value: 161 },
spineLength: { type: 'f', value: 400 },
flow: { type: 'i', value: 1 },
};
return uniforms;

}

export function modifyShader( material, uniforms, numberOfCurves = 1 ) {

if ( material.__ok ) return;
material.__ok = true;

material.onBeforeCompile = ( shader ) => {

if ( shader.__modified ) return;
shader.__modified = true;

Object.assign( shader.uniforms, uniforms );

const vertexShader = `
uniform sampler2D spineTexture;
uniform float pathOffset;
uniform float pathSegment;
uniform float spineOffset;
uniform float spineLength;
uniform int flow;
float textureLayers = ${TEXTURE_HEIGHT * numberOfCurves}.;
float textureStacks = ${TEXTURE_HEIGHT / 4}.;
${shader.vertexShader}
`.replace(
'#include <defaultnormal_vertex>',
`
vec4 worldPos = modelMatrix * vec4(position, 1.);
bool bend = flow > 0;
float xWeight = bend ? 0. : 1.;
#ifdef USE_INSTANCING
float pathOffsetFromInstanceMatrix = instanceMatrix[3][2];
float spineLengthFromInstanceMatrix = instanceMatrix[3][0];
float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.;
float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks;
#else
float spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.;
float mt = (spinePortion * pathSegment + pathOffset)*textureStacks;
#endif
mt = mod(mt, textureStacks);
float rowOffset = floor(mt);
#ifdef USE_INSTANCING
rowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.;
#endif
vec3 spinePos = texture(spineTexture, vec2(mt, (0. + rowOffset + 0.5) / textureLayers)).xyz;
vec3 a = texture(spineTexture, vec2(mt, (1. + rowOffset + 0.5) / textureLayers)).xyz;
vec3 b = texture(spineTexture, vec2(mt, (2. + rowOffset + 0.5) / textureLayers)).xyz;
vec3 c = texture(spineTexture, vec2(mt, (3. + rowOffset + 0.5) / textureLayers)).xyz;
mat3 basis = mat3(a, b, c);
vec3 transformed = basis
* vec3(worldPos.x * xWeight, worldPos.y * 1., worldPos.z * 1.)
+ spinePos;
vec3 transformedNormal = normalMatrix * (basis * objectNormal);
`
).replace(
'#include <begin_vertex>',
''
).replace(
'#include <project_vertex>',
`
vec4 mvPosition = viewMatrix * vec4( transformed, 1.0 );
// vec4 mvPosition = viewMatrix * worldPos;
gl_Position = projectionMatrix * mvPosition;
`
);

shader.vertexShader = vertexShader;

};

}

/**
* A helper class for making meshes bend aroudn curves
*/
export class Flow {

/**
* @param {Mesh} mesh The mesh to clone and modify to bend around the curve
* @param {number} numberOfCurves The amount of space that should preallocated for additional curves
*/
constructor( mesh, numberOfCurves = 1 ) {

const obj3D = mesh.clone();
const splineTexure = initSplineTexture( numberOfCurves );
const uniforms = getUniforms( splineTexure );
obj3D.traverse( function ( child ) {

if (
child instanceof Mesh ||
child instanceof InstancedMesh
) {

child.material = child.material.clone();
modifyShader( child.material, uniforms, numberOfCurves );

}

} );

this.curveArray = new Array( numberOfCurves );
this.curveLengthArray = new Array( numberOfCurves );

this.object3D = obj3D;
this.splineTexure = splineTexure;
this.uniforms = uniforms;

}

updateCurve( index, curve ) {

if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' );
const curveLength = curve.getLength();
this.uniforms.spineLength.value = curveLength;
this.curveLengthArray[ index ] = curveLength;
this.curveArray[ index ] = curve;
updateSplineTexture( this.splineTexure, curve, index );

}

moveAlongCurve( amount ) {

this.uniforms.pathOffset.value += amount;

}

}
const matrix = new Matrix4();

/**
* A helper class for creating instanced versions of flow, where the instances are placed on the curve.
*/
export class InstancedFlow extends Flow {

/**
*
* @param {number} count The number of instanced elements
* @param {number} curveCount The number of curves to preallocate for
* @param {Geometry} geometry The geometry to use for the instanced mesh
* @param {Material} material The material to use for the instanced mesh
*/
constructor( count, curveCount, geometry, material ) {

const mesh = new InstancedMesh(
geometry,
material,
count
);
mesh.instanceMatrix.setUsage( DynamicDrawUsage );
super( mesh, curveCount );

this.offsets = new Array( count ).fill( 0 );
this.whichCurve = new Array( count ).fill( 0 );

}

/**
* The extra information about which curve and curve position is stored in the translation components of the matrix for the instanced objects
* This writes that information to the matrix and marks it as needing update.
*
* @param {number} index of the instanced element to update
*/
writeChanges( index ) {

matrix.makeTranslation(
this.curveLengthArray[ this.whichCurve[ index ] ],
this.whichCurve[ index ],
this.offsets[ index ]
);
this.object3D.setMatrixAt( index, matrix );
this.object3D.instanceMatrix.needsUpdate = true;

}

/**
* Move an individual element along the curve by a specific amount
*
* @param {number} index Which element to update
* @param {number} offset Move by how much
*/
moveIndividualAlongCurve( index, offset ) {

this.offsets[ index ] += offset;
this.writeChanges( index );

}

/**
* Select which curve to use for an element
*
* @param {number} index the index of the instanced element to update
* @param {number} curveNo the index of the curve it should use
*/
setCurve( index, curveNo ) {

if ( isNaN( curveNo ) ) throw Error( "curve index being set is Not a Number (NaN)" );
this.whichCurve[ index ] = curveNo;
this.writeChanges( index );

}

}
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