import { BufferAttribute, BufferGeometry, Color, DynamicDrawUsage, Matrix4, Mesh, MeshStandardMaterial, Vector3 } from 'three'; function TubePainter() { const BUFFER_SIZE = 1000000 * 3; const positions = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 ); positions.usage = DynamicDrawUsage; const normals = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 ); normals.usage = DynamicDrawUsage; const colors = new BufferAttribute( new Float32Array( BUFFER_SIZE ), 3 ); colors.usage = DynamicDrawUsage; const geometry = new BufferGeometry(); geometry.setAttribute( 'position', positions ); geometry.setAttribute( 'normal', normals ); geometry.setAttribute( 'color', colors ); geometry.drawRange.count = 0; const material = new MeshStandardMaterial( { vertexColors: true } ); const mesh = new 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 Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) ); } return array; } // const vector1 = new Vector3(); const vector2 = new Vector3(); const vector3 = new Vector3(); const vector4 = new Vector3(); const color = new 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 Vector3( 0, 1, 0 ); const point1 = new Vector3(); const point2 = new Vector3(); const matrix1 = new Matrix4(); const matrix2 = new 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.addUpdateRange( start * 3, ( end - start ) * 3 ); positions.needsUpdate = true; normals.addUpdateRange( start * 3, ( end - start ) * 3 ); normals.needsUpdate = true; colors.addUpdateRange( start * 3, ( end - start ) * 3 ); colors.needsUpdate = true; count = geometry.drawRange.count; } return { mesh: mesh, moveTo: moveTo, lineTo: lineTo, setSize: setSize, update: update }; } export { TubePainter };