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feat: remove need for manually assigning Line2 material resolution #376

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1 change: 0 additions & 1 deletion src/lines/LineMaterial.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,6 @@
* dashSize: <float>,
* dashOffset: <float>,
* gapSize: <float>,
* resolution: <Vector2>, // to be set by renderer
* }
*/

Expand Down
38 changes: 30 additions & 8 deletions src/lines/LineSegments2.js
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,8 @@ import {
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry'
import { LineMaterial } from '../lines/LineMaterial'

const _viewport = new Vector4();

const _start = new Vector3()
const _end = new Vector3()

Expand All @@ -29,7 +31,7 @@ const _box = new Box3()
const _sphere = new Sphere()
const _clipToWorldVector = new Vector4()

let _ray, _instanceStart, _instanceEnd, _lineWidth
let _ray, _lineWidth

// Returns the margin required to expand by in world space given the distance from the camera,
// line width, resolution, and camera projection
Expand All @@ -48,9 +50,18 @@ function getWorldSpaceHalfWidth(camera, distance, resolution) {
}

function raycastWorldUnits(lineSegments, intersects) {
for (let i = 0, l = _instanceStart.count; i < l; i++) {
_line.start.fromBufferAttribute(_instanceStart, i)
_line.end.fromBufferAttribute(_instanceEnd, i)

const matrixWorld = lineSegments.matrixWorld;
const geometry = lineSegments.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const segmentCount = Math.min(geometry.instanceCount, instanceStart.count);

for (let i = 0, l = segmentCount; i < l; i++) {
_line.start.fromBufferAttribute(instanceStart, i)
_line.end.fromBufferAttribute(instanceEnd, i)

_line.applyMatrix4(matrixWorld);

const pointOnLine = new Vector3()
const point = new Vector3()
Expand Down Expand Up @@ -82,6 +93,7 @@ function raycastScreenSpace(lineSegments, camera, intersects) {
const geometry = lineSegments.geometry
const instanceStart = geometry.attributes.instanceStart
const instanceEnd = geometry.attributes.instanceEnd
const segmentCount = Math.min(geometry.instanceCount, instanceStart.count);

const near = -camera.near

Expand All @@ -107,7 +119,7 @@ function raycastScreenSpace(lineSegments, camera, intersects) {

_mvMatrix.multiplyMatrices(camera.matrixWorldInverse, matrixWorld)

for (let i = 0, l = instanceStart.count; i < l; i++) {
for (let i = 0, l = segmentCount; i < l; i++) {
_start4.fromBufferAttribute(instanceStart, i)
_end4.fromBufferAttribute(instanceEnd, i)

Expand Down Expand Up @@ -247,9 +259,6 @@ class LineSegments2 extends Mesh {

_lineWidth = material.linewidth + threshold

_instanceStart = geometry.attributes.instanceStart
_instanceEnd = geometry.attributes.instanceEnd

// check if we intersect the sphere bounds
if (geometry.boundingSphere === null) {
geometry.computeBoundingSphere()
Expand Down Expand Up @@ -300,6 +309,19 @@ class LineSegments2 extends Mesh {
raycastScreenSpace(this, camera, intersects)
}
}

onBeforeRender(renderer) {

const uniforms = this.material.uniforms;

if (uniforms && uniforms.resolution) {

renderer.getViewport(_viewport);
this.material.uniforms.resolution.value.set(_viewport.z, _viewport.w);

}

}
}

export { LineSegments2 }
16 changes: 15 additions & 1 deletion src/lines/Wireframe.js
Original file line number Diff line number Diff line change
@@ -1,9 +1,10 @@
import { InstancedInterleavedBuffer, InterleavedBufferAttribute, Mesh, Vector3 } from 'three'
import { InstancedInterleavedBuffer, InterleavedBufferAttribute, Mesh, Vector3, Vector4 } from 'three'
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry'
import { LineMaterial } from '../lines/LineMaterial'

const _start = new Vector3()
const _end = new Vector3()
const _viewport = new Vector4();

class Wireframe extends Mesh {
constructor(geometry = new LineSegmentsGeometry(), material = new LineMaterial({ color: Math.random() * 0xffffff })) {
Expand Down Expand Up @@ -38,6 +39,19 @@ class Wireframe extends Mesh {

return this
}

onBeforeRender(renderer) {

const uniforms = this.material.uniforms;

if (uniforms && uniforms.resolution) {

renderer.getViewport(_viewport);
this.material.uniforms.resolution.value.set(_viewport.z, _viewport.w);

}

}
}

export { Wireframe }
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