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three.meshline

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three.meshline - npm Package Compare versions

Comparing version 1.0.3 to 1.1.0

2

package.json
{
"name": "three.meshline",
"version": "1.0.3",
"version": "1.1.0",
"description": "Mesh replacement for THREE.Line",

@@ -5,0 +5,0 @@ "main": "src/THREE.MeshLine.js",

@@ -28,3 +28,3 @@ # MeshLine

#### Include the script
#### Include the script ####

@@ -79,3 +79,3 @@ Include script after THREE is included

```js
var material = new MeshLineMaterial();
var material = new MeshLineMaterial(OPTIONS);
```

@@ -95,3 +95,5 @@

* ```alphaTest``` - cutoff value from 0 to 1
* ```dashArray``` - THREE.Vector2 to define the dashing (NOT IMPLEMENTED YET)
* ```dashArray``` - 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)

@@ -118,3 +120,2 @@ * ```sizeAttenuation``` - makes the line width constant regardless distance (1 unit is 1px on screen) (0 - attenuate, 1 - don't attenuate)

* Proper sizes
* Support for dashArray

@@ -121,0 +122,0 @@ ### Support ###

@@ -11,3 +11,3 @@ ;(function() {

if( !THREE )
throw new Error( 'EquirectangularToCubemap requires three.js' )
throw new Error( 'MeshLine requires three.js' )

@@ -342,3 +342,5 @@ function MeshLine() {

'uniform float useDash;',
'uniform vec2 dashArray;',
'uniform float dashArray;',
'uniform float dashOffset;',
'uniform float dashRatio;',
'uniform float visibility;',

@@ -357,8 +359,8 @@ 'uniform float alphaTest;',

' if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
' if( c.a < alphaTest ) discard;',
' if( useDash == 1. ){',
' ',
' }',
' if( c.a < alphaTest ) discard;',
' if( useDash == 1. ){',
' c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
' }',
' gl_FragColor = c;',
' gl_FragColor.a *= step(vCounters,visibility);',
' gl_FragColor.a *= step(vCounters, visibility);',
'}' ];

@@ -386,4 +388,6 @@

this.far = check( parameters.far, 1 );
this.dashArray = check( parameters.dashArray, [] );
this.useDash = ( this.dashArray !== [] ) ? 1 : 0;
this.dashArray = check( parameters.dashArray, 0 );
this.dashOffset = check( parameters.dashOffset, 0 );
this.dashRatio = check( parameters.dashRatio, 0.5 );
this.useDash = ( this.dashArray !== 0 ) ? 1 : 0;
this.visibility = check( parameters.visibility, 1 );

@@ -406,3 +410,5 @@ this.alphaTest = check( parameters.alphaTest, 0 );

far: { type: 'f', value: this.far },
dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) },
dashArray: { type: 'f', value: this.dashArray },
dashOffset: { type: 'f', value: this.dashOffset },
dashRatio: { type: 'f', value: this.dashRatio },
useDash: { type: 'f', value: this.useDash },

@@ -429,2 +435,4 @@ visibility: {type: 'f', value: this.visibility},

delete parameters.dashArray;
delete parameters.dashOffset;
delete parameters.dashRatio;
delete parameters.visibility;

@@ -461,2 +469,4 @@ delete parameters.alphaTest;

this.dashArray.copy( source.dashArray );
this.dashOffset.copy( source.dashOffset );
this.dashRatio.copy( source.dashRatio );
this.useDash = source.useDash;

@@ -484,2 +494,1 @@ this.visibility = source.visibility;

}).call(this);
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