Buildrz note: we forked the "spite" original lib because the lines did not work with orthographic cameras. The lib is now maintained by pmndrs. At the time of the fork from pmndrs, the orthographic lines worked, but it doesn't seem to be the case with the latest version. If we want to switch back to the pmndrs version :
- We need to edit the vertex shader so that in the case of an orthographic projection, the attenuation is computed correctly
- Add the definition of MeshLineMaterialParameters extending THREE.ShaderMaterialParameters (this is necessary so that the constructor of MeshLineMaterial accept parameters that are transmitted to ShaderMaterial.setValues, like depthTest)
Mesh replacement for THREE.Line
temporary package:
import * as THREE from 'three';
import { MeshLine, MeshLineMaterial, MeshLineRaycast } from 'meshline';
Instead of using GL_LINE, it uses a strip of triangles billboarded. Some examples:
- Demo: play with the different settings of materials
- Graph: example of using
MeshLine
to plot graphs - Spinner: example of dynamic
MeshLine
with texture - SVG: example of
MeshLine
rendering SVG Paths - Shape: example of
MeshLine
created from a mesh - Birds: example of
MeshLine.advance()
by @caramelcode (Jared Sprague) and @mwcz (Michael Clayton)
- Include script
- Create an array of 3D coordinates
- Create a MeshLine and assign the points
- Create a MeshLineMaterial
- Use MeshLine and MeshLineMaterial to create a THREE.Mesh
Include script after THREE is included
<script src="THREE.MeshLine.js"></script>
or use npm to install it
npm i three.meshline
and include it in your code (don't forget to require three.js)
const THREE = require('three');
const MeshLine = require('three.meshline').MeshLine;
const MeshLineMaterial = require('three.meshline').MeshLineMaterial;
const MeshLineRaycast = require('three.meshline').MeshLineRaycast;
or
import * as THREE from 'three';
import { MeshLine, MeshLineMaterial, MeshLineRaycast } from 'three.meshline';
First, create the list of numbers that will define the 3D points for the line.
const points = [];
for (let j = 0; j < Math.PI; j += (2 * Math.PI) / 100) {
points.push(Math.cos(j), Math.sin(j), 0);
}
MeshLine
also accepts a Geometry
or BufferGeometry
looking up the vertices in it.
const geometry = new THREE.Geometry();
for (let j = 0; j < Math.PI; j += 2 * Math.PI / 100) {
const v = new THREE.Vector3(Math.cos(j), Math.sin(j), 0);
geometry.vertices.push(v);
}
Once you have that, you can create a new MeshLine
, and call .setPoints()
passing the list of points.
const line = new MeshLine();
line.setPoints(points);
Note: .setPoints
accepts a second parameter, which is a function to define the width in each point along the line. By default that value is 1, making the line width 1 * lineWidth in the material.
// p is a decimal percentage of the number of points
// ie. point 200 of 250 points, p = 0.8
line.setPoints(geometry, p => 2); // makes width 2 * lineWidth
line.setPoints(geometry, p => 1 - p); // makes width taper
line.setPoints(geometry, p => 2 + Math.sin(50 * p)); // makes width sinusoidal
A MeshLine
needs a MeshLineMaterial
:
const material = new MeshLineMaterial(OPTIONS);
By default it's a white material of width 1 unit.
MeshLineMaterial
has several attributes to control the appereance of the MeshLine
:
map
- aTHREE.Texture
to paint along the line (requiresuseMap
set to true)useMap
- tells the material to usemap
(0 - solid color, 1 use texture)alphaMap
- aTHREE.Texture
to use as alpha along the line (requiresuseAlphaMap
set to true)useAlphaMap
- tells the material to usealphaMap
(0 - no alpha, 1 modulate alpha)repeat
- THREE.Vector2 to define the texture tiling (applies to map and alphaMap - MIGHT CHANGE IN THE FUTURE)color
-THREE.Color
to paint the line width, or tint the texture withopacity
- alpha value from 0 to 1 (requirestransparent
set totrue
)alphaTest
- cutoff value from 0 to 1dashArray
- the length and space between dashes. (0 - no dash)dashOffset
- defines the location where the dash will begin. Ideal to animate the line.dashRatio
- defines the ratio between that is visible or not (0 - more visible, 1 - more invisible).resolution
-THREE.Vector2
specifying the canvas size (REQUIRED)sizeAttenuation
- makes the line width constant regardless distance (1 unit is 1px on screen) (0 - attenuate, 1 - don't attenuate)lineWidth
- float defining width (ifsizeAttenuation
is true, it's world units; else is screen pixels)
If you're rendering transparent lines or using a texture with alpha map, you should set depthTest
to false
, transparent
to true
and blending
to an appropriate blending mode, or use alphaTest
.
Finally, we create a mesh and add it to the scene:
const mesh = new THREE.Mesh(line, material);
scene.add(mesh);
You can optionally add raycast support with the following.
mesh.raycast = MeshLineRaycast;
THREE.meshline can be used declaritively. This is how it would look like in react-three-fiber. You can try it live here.
import { extend, Canvas } from 'react-three-fiber'
import { MeshLine, MeshLineMaterial, MeshLineRaycast } from 'meshline'
extend({ MeshLine, MeshLineMaterial })
function Line({ points, width, color }) {
return (
<Canvas>
<mesh raycast={MeshLineRaycast}>
<meshLine attach="geometry" points={points} />
<meshLineMaterial
attach="material"
transparent
depthTest={false}
lineWidth={width}
color={color}
dashArray={0.05}
dashRatio={0.95}
/>
</mesh>
</Canvas>
)
}
Dynamic line widths can be set along each point using the widthCallback
prop.
<meshLine attach='geometry' points={points} widthCallback={pointWidth => pointWidth * Math.random()} />
- Better miters
- Proper sizes
Tested successfully on
- Chrome OSX, Windows, Android
- Firefox OSX, Windows, Anroid
- Safari OSX, iOS
- Internet Explorer 11 (SVG and Shape demo won't work because they use Promises)
- Opera OSX, Windows
MIT licensed
Copyright (C) 2015-2016 Jaume Sanchez Elias, http://www.clicktorelease.com