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441 lines
12 KiB
441 lines
12 KiB
import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
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import { temp } from '../core/VarNode.js';
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import { varying } from '../core/VaryingNode.js';
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import { property, varyingProperty } from '../core/PropertyNode.js';
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import { attribute } from '../core/AttributeNode.js';
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import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
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import { materialColor, materialLineScale, materialLineDashSize, materialLineGapSize, materialLineDashOffset, materialLineWidth } from '../accessors/MaterialNode.js';
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import { modelViewMatrix } from '../accessors/ModelNode.js';
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import { positionGeometry } from '../accessors/PositionNode.js';
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import { mix, smoothstep } from '../math/MathNode.js';
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import { tslFn, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
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import { uv } from '../accessors/UVNode.js';
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import { viewport } from '../display/ViewportNode.js';
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import { dashSize, gapSize } from '../core/PropertyNode.js';
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import { LineDashedMaterial } from 'three';
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const defaultValues = new LineDashedMaterial();
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class Line2NodeMaterial extends NodeMaterial {
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constructor( params = {} ) {
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super();
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this.normals = false;
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this.lights = false;
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this.setDefaultValues( defaultValues );
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this.useAlphaToCoverage = true;
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this.useColor = params.vertexColors;
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this.useDash = params.dashed;
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this.useWorldUnits = false;
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this.dashOffset = 0;
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this.lineWidth = 1;
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this.lineColorNode = null;
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this.offsetNode = null;
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this.dashScaleNode = null;
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this.dashSizeNode = null;
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this.gapSizeNode = null;
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this.setValues( params );
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}
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setup( builder ) {
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this.setupShaders();
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super.setup( builder );
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}
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setupShaders() {
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const useAlphaToCoverage = this.alphaToCoverage;
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const useColor = this.useColor;
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const useDash = this.dashed;
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const useWorldUnits = this.worldUnits;
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const trimSegment = tslFn( ( { start, end } ) => {
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const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
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const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
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const nearEstimate = b.mul( - 0.5 ).div( a );
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const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
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return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
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} );
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this.vertexNode = tslFn( () => {
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varyingProperty( 'vec2', 'vUv' ).assign( uv() );
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const instanceStart = attribute( 'instanceStart' );
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const instanceEnd = attribute( 'instanceEnd' );
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// camera space
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const start = property( 'vec4', 'start' );
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const end = property( 'vec4', 'end' );
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start.assign( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ); // force assignment into correct place in flow
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end.assign( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) );
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if ( useWorldUnits ) {
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varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
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varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
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}
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const aspect = viewport.z.div( viewport.w );
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// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
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// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
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// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
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// perhaps there is a more elegant solution -- WestLangley
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const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
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If( perspective, () => {
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If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
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end.assign( trimSegment( { start: start, end: end } ) );
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} ).elseif( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
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start.assign( trimSegment( { start: end, end: start } ) );
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} );
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} );
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// clip space
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const clipStart = cameraProjectionMatrix.mul( start );
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const clipEnd = cameraProjectionMatrix.mul( end );
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// ndc space
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const ndcStart = clipStart.xyz.div( clipStart.w );
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const ndcEnd = clipEnd.xyz.div( clipEnd.w );
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// direction
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const dir = ndcEnd.xy.sub( ndcStart.xy ).temp();
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// account for clip-space aspect ratio
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dir.x.assign( dir.x.mul( aspect ) );
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dir.assign( dir.normalize() );
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const clip = temp( vec4() );
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if ( useWorldUnits ) {
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// get the offset direction as perpendicular to the view vector
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const worldDir = end.xyz.sub( start.xyz ).normalize();
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const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
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const worldUp = worldDir.cross( tmpFwd ).normalize();
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const worldFwd = worldDir.cross( worldUp );
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const worldPos = varyingProperty( 'vec4', 'worldPos' );
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worldPos.assign( positionGeometry.y.lessThan( 0.5 ).cond( start, end) );
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// height offset
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const hw = materialLineWidth.mul( 0.5 );
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worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).cond( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
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// don't extend the line if we're rendering dashes because we
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// won't be rendering the endcaps
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if ( ! useDash ) {
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// cap extension
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worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).cond( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
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// add width to the box
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worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
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// endcaps
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If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
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worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
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} );
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}
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// project the worldpos
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clip.assign( cameraProjectionMatrix.mul( worldPos ) );
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// shift the depth of the projected points so the line
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// segments overlap neatly
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const clipPose = temp( vec3() );
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clipPose.assign( positionGeometry.y.lessThan( 0.5 ).cond( ndcStart, ndcEnd ) );
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clip.z.assign( clipPose.z.mul( clip.w ) );
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} else {
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const offset = property( 'vec2', 'offset' );
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offset.assign( vec2( dir.y, dir.x.negate() ) );
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// undo aspect ratio adjustment
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dir.x.assign( dir.x.div( aspect ) );
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offset.x.assign( offset.x.div( aspect ) );
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// sign flip
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offset.assign( positionGeometry.x.lessThan( 0.0 ).cond( offset.negate(), offset ) );
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// endcaps
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If( positionGeometry.y.lessThan( 0.0 ), () => {
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offset.assign( offset.sub( dir ) );
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} ).elseif( positionGeometry.y.greaterThan( 1.0 ), () => {
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offset.assign( offset.add( dir ) );
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} );
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// adjust for linewidth
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offset.assign( offset.mul( materialLineWidth ) );
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// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
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offset.assign( offset.div( viewport.w ) );
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// select end
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clip.assign( positionGeometry.y.lessThan( 0.5 ).cond( clipStart, clipEnd ) );
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// back to clip space
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offset.assign( offset.mul( clip.w ) );
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clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
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}
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return clip;
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} )();
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const closestLineToLine = tslFn( ( { p1, p2, p3, p4 } ) => {
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const p13 = p1.sub( p3 );
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const p43 = p4.sub( p3 );
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const p21 = p2.sub( p1 );
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const d1343 = p13.dot( p43 );
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const d4321 = p43.dot( p21 );
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const d1321 = p13.dot( p21 );
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const d4343 = p43.dot( p43 );
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const d2121 = p21.dot( p21 );
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const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
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const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
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const mua = numer.div( denom ).clamp();
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const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
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return vec2( mua, mub );
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} );
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this.fragmentNode = tslFn( () => {
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const vUv = varyingProperty( 'vec2', 'vUv' );
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if ( useDash ) {
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const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
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const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
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const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
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const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
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dashSize.assign( dashSizeNode );
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gapSize.assign( gapSizeNode );
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const instanceDistanceStart = attribute( 'instanceDistanceStart' );
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const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
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const lineDistance = positionGeometry.y.lessThan( 0.5 ).cond( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
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const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
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const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
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vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
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vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
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}
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// force assignment into correct place in flow
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const alpha = property( 'float', 'alpha' );
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alpha.assign( 1 );
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if ( useWorldUnits ) {
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const worldStart = varyingProperty( 'vec3', 'worldStart' );
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const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
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// Find the closest points on the view ray and the line segment
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const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
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const lineDir = worldEnd.sub( worldStart );
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const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
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const p1 = worldStart.add( lineDir.mul( params.x ) );
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const p2 = rayEnd.mul( params.y );
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const delta = p1.sub( p2 );
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const len = delta.length();
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const norm = len.div( materialLineWidth );
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if ( ! useDash ) {
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if ( useAlphaToCoverage ) {
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const dnorm = norm.fwidth();
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alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
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} else {
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norm.greaterThan( 0.5 ).discard();
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}
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}
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} else {
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// round endcaps
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if ( useAlphaToCoverage ) {
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const a = vUv.x;
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const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
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const len2 = a.mul( a ).add( b.mul( b ) );
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// force assignment out of following 'if' statement - to avoid uniform control flow errors
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const dlen = property( 'float', 'dlen' );
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dlen.assign( len2.fwidth() );
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If( vUv.y.abs().greaterThan( 1.0 ), () => {
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alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
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} );
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} else {
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If( vUv.y.abs().greaterThan( 1.0 ), () => {
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const a = vUv.x;
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const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
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const len2 = a.mul( a ).add( b.mul( b ) );
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len2.greaterThan( 1.0 ).discard();
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} );
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}
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}
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let lineColorNode;
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if ( this.lineColorNode ) {
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lineColorNode = this.lineColorNode;
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} else {
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if ( useColor ) {
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const instanceColorStart = attribute( 'instanceColorStart' );
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const instanceColorEnd = attribute( 'instanceColorEnd' );
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const instanceColor = positionGeometry.y.lessThan( 0.5 ).cond( instanceColorStart, instanceColorEnd );
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lineColorNode = instanceColor.mul( materialColor );
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} else {
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lineColorNode = materialColor;
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}
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}
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return vec4( lineColorNode, alpha );
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} )();
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}
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get worldUnits() {
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return this.useWorldUnits;
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}
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set worldUnits( value ) {
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if ( this.useWorldUnits !== value ) {
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this.useWorldUnits = value;
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this.needsUpdate = true;
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}
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}
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get dashed() {
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return this.useDash;
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}
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set dashed( value ) {
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if ( this.useDash !== value ) {
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this.useDash = value;
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this.needsUpdate = true;
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}
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}
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get alphaToCoverage() {
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return this.useAlphaToCoverage;
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}
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set alphaToCoverage( value ) {
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if ( this.useAlphaToCoverage !== value ) {
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this.useAlphaToCoverage = value;
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this.needsUpdate = true;
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}
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}
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}
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export default Line2NodeMaterial;
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addNodeMaterial( 'Line2NodeMaterial', Line2NodeMaterial );
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