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HuangJiPC / public / static / three / examples / js / misc / TubePainter.js
@zhangdeliang zhangdeliang on 21 Jun 4 KB update
( function () {

	function TubePainter() {

		const BUFFER_SIZE = 1000000 * 3;
		const positions = new THREE.BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
		positions.usage = THREE.DynamicDrawUsage;
		const normals = new THREE.BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
		normals.usage = THREE.DynamicDrawUsage;
		const colors = new THREE.BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 );
		colors.usage = THREE.DynamicDrawUsage;
		const geometry = new THREE.BufferGeometry();
		geometry.setAttribute( 'position', positions );
		geometry.setAttribute( 'normal', normals );
		geometry.setAttribute( 'color', colors );
		geometry.drawRange.count = 0;
		const material = new THREE.MeshStandardMaterial( {
			vertexColors: true
		} );
		const mesh = new THREE.Mesh( geometry, material );
		mesh.frustumCulled = false; //

		function getPoints( size ) {

			const PI2 = Math.PI * 2;
			const sides = 10;
			const array = [];
			const radius = 0.01 * size;

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

				const angle = i / sides * PI2;
				array.push( new THREE.Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) );

			}

			return array;

		} //


		const vector1 = new THREE.Vector3();
		const vector2 = new THREE.Vector3();
		const vector3 = new THREE.Vector3();
		const vector4 = new THREE.Vector3();
		const color = new THREE.Color( 0xffffff );
		let size = 1;

		function stroke( position1, position2, matrix1, matrix2 ) {

			if ( position1.distanceToSquared( position2 ) === 0 ) return;
			let count = geometry.drawRange.count;
			const points = getPoints( size );

			for ( let i = 0, il = points.length; i < il; i ++ ) {

				const vertex1 = points[ i ];
				const vertex2 = points[ ( i + 1 ) % il ]; // positions

				vector1.copy( vertex1 ).applyMatrix4( matrix2 ).add( position2 );
				vector2.copy( vertex2 ).applyMatrix4( matrix2 ).add( position2 );
				vector3.copy( vertex2 ).applyMatrix4( matrix1 ).add( position1 );
				vector4.copy( vertex1 ).applyMatrix4( matrix1 ).add( position1 );
				vector1.toArray( positions.array, ( count + 0 ) * 3 );
				vector2.toArray( positions.array, ( count + 1 ) * 3 );
				vector4.toArray( positions.array, ( count + 2 ) * 3 );
				vector2.toArray( positions.array, ( count + 3 ) * 3 );
				vector3.toArray( positions.array, ( count + 4 ) * 3 );
				vector4.toArray( positions.array, ( count + 5 ) * 3 ); // normals

				vector1.copy( vertex1 ).applyMatrix4( matrix2 ).normalize();
				vector2.copy( vertex2 ).applyMatrix4( matrix2 ).normalize();
				vector3.copy( vertex2 ).applyMatrix4( matrix1 ).normalize();
				vector4.copy( vertex1 ).applyMatrix4( matrix1 ).normalize();
				vector1.toArray( normals.array, ( count + 0 ) * 3 );
				vector2.toArray( normals.array, ( count + 1 ) * 3 );
				vector4.toArray( normals.array, ( count + 2 ) * 3 );
				vector2.toArray( normals.array, ( count + 3 ) * 3 );
				vector3.toArray( normals.array, ( count + 4 ) * 3 );
				vector4.toArray( normals.array, ( count + 5 ) * 3 ); // colors

				color.toArray( colors.array, ( count + 0 ) * 3 );
				color.toArray( colors.array, ( count + 1 ) * 3 );
				color.toArray( colors.array, ( count + 2 ) * 3 );
				color.toArray( colors.array, ( count + 3 ) * 3 );
				color.toArray( colors.array, ( count + 4 ) * 3 );
				color.toArray( colors.array, ( count + 5 ) * 3 );
				count += 6;

			}

			geometry.drawRange.count = count;

		} //


		const up = new THREE.Vector3( 0, 1, 0 );
		const point1 = new THREE.Vector3();
		const point2 = new THREE.Vector3();
		const matrix1 = new THREE.Matrix4();
		const matrix2 = new THREE.Matrix4();

		function moveTo( position ) {

			point1.copy( position );
			matrix1.lookAt( point2, point1, up );
			point2.copy( position );
			matrix2.copy( matrix1 );

		}

		function lineTo( position ) {

			point1.copy( position );
			matrix1.lookAt( point2, point1, up );
			stroke( point1, point2, matrix1, matrix2 );
			point2.copy( point1 );
			matrix2.copy( matrix1 );

		}

		function setSize( value ) {

			size = value;

		} //


		let count = 0;

		function update() {

			const start = count;
			const end = geometry.drawRange.count;
			if ( start === end ) return;
			positions.updateRange.offset = start * 3;
			positions.updateRange.count = ( end - start ) * 3;
			positions.needsUpdate = true;
			normals.updateRange.offset = start * 3;
			normals.updateRange.count = ( end - start ) * 3;
			normals.needsUpdate = true;
			colors.updateRange.offset = start * 3;
			colors.updateRange.count = ( end - start ) * 3;
			colors.needsUpdate = true;
			count = geometry.drawRange.count;

		}

		return {
			mesh: mesh,
			moveTo: moveTo,
			lineTo: lineTo,
			setSize: setSize,
			update: update
		};

	}

	THREE.TubePainter = TubePainter;

} )();