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Curve.js
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Curve.js
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import {
BufferGeometry,
Object3D,
ShaderMaterial,
Vector3,
Mesh,
Line,
MeshBasicMaterial,
Color,
LineSegments,
BoxGeometry,
PlaneGeometry,
AxesHelper,
DoubleSide,
} from "three";
const GLSL_BEZIER = `
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, float t, out vec3 normal) {
vec3 E = mix(A, B, t);
vec3 F = mix(B, C, t);
vec3 G = mix(C, D, t);
vec3 H = mix(E, F, t);
vec3 I = mix(F, G, t);
vec3 dE = (B - A);
vec3 dF = (C - B);
vec3 dG = (D - C);
vec3 dH = (dF - dE) * t + dE;
vec3 dI = (dG - dF) * t + dF;
vec3 derivative = (dI - dH) * t + dH;
vec3 P = mix(H, I, t);
vec3 up = vec3(0.0, 1.0, 0.0);
normal = cross(derivative, up);
normal = normalize(normal);
return P;
}
`;
const fragmentShader = `
uniform vec3 uColor;
uniform float uAlpha;
void main(){
gl_FragColor = vec4(uColor, uAlpha);
}
`;
class LineMaterial extends ShaderMaterial {
constructor(points, color = 0xff0000) {
super({
uniforms: {
uPoints: {
value: points,
},
uAlpha: {
value: 1,
},
uColor: {
value: new Color(color),
},
},
vertexShader: `
${GLSL_BEZIER}
uniform vec3 uPoints[4];
void main(){
vec3 normal;
vec3 p = bezier(uPoints[0], uPoints[1], uPoints[2], uPoints[3], position.z, normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(p,1.);
}
`,
fragmentShader,
});
}
getColor() {
return this.uniforms.uColor.value;
}
}
class HandleMaterial extends ShaderMaterial {
constructor(points, color = 0x00ff00) {
super({
uniforms: {
uPoints: {
value: points,
},
uAlpha: {
value: 1,
},
uColor: {
value: new Color(color),
},
},
vertexShader: `
uniform vec3 uPoints[4];
void main(){
vec3 p;
if(position.z < 0.5){
p = uPoints[0];
} else if( position.z < 1.5){
p = uPoints[1];
} else if ( position.z < 2.5){
p = uPoints[2];
} else if ( position.z < 3.5){
p = uPoints[3];
}
gl_Position = projectionMatrix * modelViewMatrix * vec4(p,1.);
}
`,
fragmentShader,
});
}
}
class ExtrudeMaterial extends ShaderMaterial {
constructor(points, color = 0x00ff00) {
super({
uniforms: {
uPoints: {
value: points,
},
uAlpha: {
value: 1,
},
uColor: {
value: new Color(color),
},
},
vertexShader: `
uniform vec3 uPoints[4];
${GLSL_BEZIER}
void main(){
vec3 normal;
vec3 p = bezier(uPoints[0], uPoints[1], uPoints[2], uPoints[3], position.z, normal);
p -= normal * position.x*2.;
p.y = position.y;
gl_Position = projectionMatrix * modelViewMatrix * vec4(p,1.);
}
`,
fragmentShader,
});
}
getColor() {
return this.uniforms.uColor.value;
}
}
class VertexMaterial extends MeshBasicMaterial {
constructor(color = 0x00ff00) {
super({ color: new Color(color) });
this._color = new Color(color);
this._hlColor = new Color(0xffff00);
}
setHightlight(v) {
if (v) {
this.color = this._hlColor;
} else {
this.color = this._color;
}
}
}
const SEG_COUNT = 20;
//vertex for handles
const BOX_GEOMETRY = new BoxGeometry(0.5, 0.5, 0.5);
const PLANE_GEOMETRY = new PlaneGeometry(1, 1, 1, SEG_COUNT);
PLANE_GEOMETRY.translate(0, 0.5, 0.0);
PLANE_GEOMETRY.rotateX(Math.PI / 2);
//dynamic line geometry
const LINE_POINTS = [];
for (let i = 0; i <= SEG_COUNT; i++) {
LINE_POINTS.push(new Vector3(0, 0, i / SEG_COUNT));
}
const LINE_GEOMETRY = new BufferGeometry().setFromPoints(LINE_POINTS);
//extruded line geometry
const EXTRUDE_GEOMETRY = new BoxGeometry(1, 1000, 1, 1, 1, SEG_COUNT);
EXTRUDE_GEOMETRY.translate(0, 0.0, 0.5);
const HANDLE_LINES_GEOMETRY = new BufferGeometry().setFromPoints([
new Vector3(0, 0, 0),
new Vector3(0, 0, 1),
new Vector3(0, 0, 2),
new Vector3(0, 0, 3),
]);
export class Curve extends Object3D {
points = [
new Mesh(BOX_GEOMETRY, new VertexMaterial(0xff0000)),
new Mesh(BOX_GEOMETRY, new VertexMaterial(0x00ff00)),
new Mesh(BOX_GEOMETRY, new VertexMaterial(0x00ff00)),
new Mesh(BOX_GEOMETRY, new VertexMaterial(0xff0000)),
];
controls = new Object3D();
constructor() {
super();
this.controls.add(...this.points);
const pointsV3 = this.points.map((v) => v.position);
const line = new Line(LINE_GEOMETRY, new LineMaterial(pointsV3));
this.controls.add(line);
const handleLines = new LineSegments(
HANDLE_LINES_GEOMETRY,
new HandleMaterial(pointsV3)
);
this.controls.add(handleLines);
this.thickLine = new Mesh(
PLANE_GEOMETRY,
new ExtrudeMaterial(pointsV3, 0xff0000)
);
this.thickLine.material.side = DoubleSide;
this.thickLine.material.transparent = true;
this.thickLine.material.uniforms.uAlpha.value = 0.5;
this.extrusion = new Mesh(EXTRUDE_GEOMETRY, new ExtrudeMaterial(pointsV3));
this.extrusion.frustrumCulled = false;
}
getA() {
return this.points[0].position;
}
getB() {
return this.points[1].position;
}
getC() {
return this.points[2].position;
}
getD() {
return this.points[3].position;
}
}