MCP 3D Printer Server

by DMontgomery40
Verified
// Original src: https://github.com/zz85/threejs-path-flow const CHANNELS = 4; const TEXTURE_WIDTH = 1024; const TEXTURE_HEIGHT = 4; import { DataTexture, DataUtils, RGBAFormat, HalfFloatType, RepeatWrapping, Mesh, InstancedMesh, LinearFilter } from 'three'; import { modelWorldMatrix, normalLocal, vec2, vec3, vec4, mat3, varyingProperty, texture, reference, Fn, select, positionLocal } from 'three/tsl'; /** * Make a new DataTexture to store the descriptions of the curves. * * @param { number } [numberOfCurves=1] the number of curves needed to be described by this texture. * @returns { DataTexture } The new DataTexture */ export function initSplineTexture( numberOfCurves = 1 ) { const dataArray = new Uint16Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS ); const dataTexture = new DataTexture( dataArray, TEXTURE_WIDTH, TEXTURE_HEIGHT * numberOfCurves, RGBAFormat, HalfFloatType ); dataTexture.wrapS = RepeatWrapping; dataTexture.wrapY = RepeatWrapping; dataTexture.magFilter = LinearFilter; dataTexture.minFilter = LinearFilter; dataTexture.needsUpdate = true; return dataTexture; } /** * Write the curve description to the data texture * * @param { DataTexture } texture The DataTexture to write to * @param { Curve } splineCurve The curve to describe * @param { number } offset Which curve slot to write to */ export function updateSplineTexture( texture, splineCurve, offset = 0 ) { const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) ); splineCurve.arcLengthDivisions = numberOfPoints / 2; splineCurve.updateArcLengths(); const points = splineCurve.getSpacedPoints( numberOfPoints ); const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true ); for ( let i = 0; i < numberOfPoints; i ++ ) { const rowOffset = Math.floor( i / TEXTURE_WIDTH ); const rowIndex = i % TEXTURE_WIDTH; let pt = points[ i ]; setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); pt = frenetFrames.tangents[ i ]; setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); pt = frenetFrames.normals[ i ]; setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); pt = frenetFrames.binormals[ i ]; setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); } texture.needsUpdate = true; } function setTextureValue( texture, index, x, y, z, o ) { const image = texture.image; const { data } = image; const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset data[ index * CHANNELS + i + 0 ] = DataUtils.toHalfFloat( x ); data[ index * CHANNELS + i + 1 ] = DataUtils.toHalfFloat( y ); data[ index * CHANNELS + i + 2 ] = DataUtils.toHalfFloat( z ); data[ index * CHANNELS + i + 3 ] = DataUtils.toHalfFloat( 1 ); } /** * Create a new set of uniforms for describing the curve modifier * * @param { DataTexture } splineTexture which holds the curve description * @returns { Object } The uniforms object */ export function getUniforms( splineTexture ) { return { spineTexture: splineTexture, pathOffset: 0, // time of path curve pathSegment: 1, // fractional length of path spineOffset: 161, spineLength: 400, flow: 1, // int }; } export function modifyShader( material, uniforms, numberOfCurves ) { const spineTexture = uniforms.spineTexture; const pathOffset = reference( 'pathOffset', 'float', uniforms ); const pathSegment = reference( 'pathSegment', 'float', uniforms ); const spineOffset = reference( 'spineOffset', 'float', uniforms ); const spineLength = reference( 'spineLength', 'float', uniforms ); const flow = reference( 'flow', 'float', uniforms ); material.positionNode = Fn( () => { const textureStacks = TEXTURE_HEIGHT / 4; const textureScale = TEXTURE_HEIGHT * numberOfCurves; const worldPos = modelWorldMatrix.mul( vec4( positionLocal, 1 ) ).toVar(); const bend = flow.greaterThan( 0 ).toVar(); const xWeight = select( bend, 0, 1 ).toVar(); const spinePortion = select( bend, worldPos.x.add( spineOffset ).div( spineLength ), 0 ); const mt = spinePortion.mul( pathSegment ).add( pathOffset ).mul( textureStacks ).toVar(); mt.assign( mt.mod( textureStacks ) ); const rowOffset = mt.floor().toVar(); const spinePos = texture( spineTexture, vec2( mt, rowOffset.add( 0.5 ).div( textureScale ) ) ).xyz; const a = texture( spineTexture, vec2( mt, rowOffset.add( 1.5 ).div( textureScale ) ) ).xyz; const b = texture( spineTexture, vec2( mt, rowOffset.add( 2.5 ).div( textureScale ) ) ).xyz; const c = texture( spineTexture, vec2( mt, rowOffset.add( 3.5 ).div( textureScale ) ) ).xyz; const basis = mat3( a, b, c ).toVar(); varyingProperty( 'vec3', 'curveNormal' ).assign( basis.mul( normalLocal ) ); return basis.mul( vec3( worldPos.x.mul( xWeight ), worldPos.y, worldPos.z ) ).add( spinePos ); } )(); material.normalNode = varyingProperty( 'vec3', 'curveNormal' ); } /** * A helper class for making meshes bend around curves */ export class Flow { /** * @param {Mesh} mesh The mesh to clone and modify to bend around the curve * @param {number} numberOfCurves The amount of space that should preallocated for additional curves */ constructor( mesh, numberOfCurves = 1 ) { const obj3D = mesh.clone(); const splineTexture = initSplineTexture( numberOfCurves ); const uniforms = getUniforms( splineTexture ); obj3D.traverse( function ( child ) { if ( child instanceof Mesh || child instanceof InstancedMesh ) { if ( Array.isArray( child.material ) ) { const materials = []; for ( const material of child.material ) { const newMaterial = material.clone(); modifyShader( newMaterial, uniforms, numberOfCurves ); materials.push( newMaterial ); } child.material = materials; } else { child.material = child.material.clone(); modifyShader( child.material, uniforms, numberOfCurves ); } } } ); this.curveArray = new Array( numberOfCurves ); this.curveLengthArray = new Array( numberOfCurves ); this.object3D = obj3D; this.splineTexture = splineTexture; this.uniforms = uniforms; } updateCurve( index, curve ) { if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' ); const curveLength = curve.getLength(); this.uniforms.spineLength = curveLength; this.curveLengthArray[ index ] = curveLength; this.curveArray[ index ] = curve; updateSplineTexture( this.splineTexture, curve, index ); } moveAlongCurve( amount ) { this.uniforms.pathOffset += amount; } }