fourdjs/taperedLink.js

65 lines
1.7 KiB
JavaScript

import * as THREE from 'three';
class TaperedLink extends THREE.Group {
constructor(baseMaterial, n1, n2, r1, r2) {
super();
const geometry = new THREE.ConeGeometry( 0.75, 1, 32, true );
const cplane = new THREE.Plane(new THREE.Vector3(0, -1, 0), 0.5);
const material = baseMaterial.clone();
material.clippingPlanes = [ cplane ];
this.cone = new THREE.Mesh( geometry, material );
this.add( this.cone );
this.update(n1, n2, r1, r2);
}
update(n1, n2, r1, r2) {
const kraw = r1 - r2;
let k = ( kraw == 0 ) ? 0.001 : kraw;
let nbase = n1.v3;
let napex = n2.v3;
let rbase = r1;
let rapex = r2;
if( k < 0 ) {
nbase = n2.v3;
napex = n1.v3;
rbase = r2;
rapex = r1;
k = -k;
}
// FIXME - the problem is that when the h_offset > 1, the centroid
// of the cone is on the other side of napex, so it looks the wrong way
const l = nbase.distanceTo(napex);
const h = l * rbase / k;
const h_offset = 0.5 * h / l;
const pos = new THREE.Vector3();
if( l > 0 ) {
pos.lerpVectors(nbase, napex, h_offset);
}
if( h_offset < 1 ) {
this.cone.scale.copy(new THREE.Vector3(rbase, h, rbase));
} else {
// you're on the other side of napex so flip the cone
this.cone.scale.copy(new THREE.Vector3(rbase, -h, rbase));
}
this.lookAt(napex);
this.position.copy(pos);
this.cone.rotation.x = Math.PI / 2.0;
const clipnorm = new THREE.Vector3();
clipnorm.copy(napex);
clipnorm.sub(nbase);
clipnorm.negate();
clipnorm.normalize();
this.cone.material.clippingPlanes[0].setFromNormalAndCoplanarPoint(
clipnorm, napex
);
}
}
export { TaperedLink };