# MeshLine A mesh replacement for `THREE.Line`. Instead of using GL_LINE, it uses a strip of billboarded triangles. This is a fork of [spite/THREE.MeshLine](https://github.com/spite/THREE.MeshLine), previously maintained by studio [Utsuboco](https://github.com/utsuboco).

### How to use ``` npm install meshline ``` ```jsx import * as THREE from 'three' import { MeshLineGeometry, MeshLineMaterial, raycast } from 'meshline' const geometry = new MeshLineGeometry() geometry.setPoints([...]) const material = new MeshLineMaterial({ ... }) const mesh = new THREE.Mesh(geometry, material) mesh.raycast = raycast scene.add(mesh) ``` #### Assign points Create a `MeshLineGeometry` and pass a list of points into `.setPoints()`. Expected inputs are: - `Float32Array` - `THREE.BufferGeometry` - `Array` ```jsx const geometry = new MeshLineGeometry() const points = [] for (let j = 0; j < Math.PI; j += (2 * Math.PI) / 100) points.push(Math.cos(j), Math.sin(j), 0) geometry.setPoints(points) ``` Note: `.setPoints` accepts a second parameter, which is a function to define a variable width for each point along the line. By default that value is 1, making the line width 1 \* lineWidth. ```jsx // p is a decimal percentage of the number of points // ie. point 200 of 250 points, p = 0.8 geometry.setPoints(points, (p) => 2) // makes width 2 * lineWidth geometry.setPoints(points, (p) => 1 - p) // makes width taper geometry.setPoints(points, (p) => 2 + Math.sin(50 * p)) // makes width sinusoidal ``` #### Create a material ```jsx const material = new MeshLineMaterial(options) ``` By default it's a white material of width 1 unit. `MeshLineMaterial` has several attributes to control the appereance: - `map` - a `THREE.Texture` to paint along the line (requires `useMap` set to true) - `useMap` - tells the material to use `map` (0 - solid color, 1 use texture) - `alphaMap` - a `THREE.Texture` to use as alpha along the line (requires `useAlphaMap` set to true) - `useAlphaMap` - tells the material to use `alphaMap` (0 - no alpha, 1 modulate alpha) - `repeat` - THREE.Vector2 to define the texture tiling (applies to map and alphaMap) - `color` - `THREE.Color` to paint the line width, or tint the texture with - `opacity` - alpha value from 0 to 1 (requires `transparent` set to `true`) - `alphaTest` - cutoff value from 0 to 1 - `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) - `sizeAttenuation` - constant lineWidth regardless of distance (1 is 1px on screen) (0 - attenuate, 1 - don't) - `lineWidth` - float defining width (if `sizeAttenuation` 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`. #### Form a mesh ```jsx const mesh = new THREE.Mesh(geometry, material) scene.add(mesh) ``` ### Raycasting Raycast can be optionally added by overwriting `mesh.raycast` with the one that meshline provides. ```jsx import { raycast } from 'meshline' mesh.raycast = raycast ``` ### Declarative use Meshline can be used declaritively in [react-three-fiber](https://github.com/pmndrs/react-three-fiber). `MeshLineGeometry` has a convenience setter/getter for `.setPoints()`, `points`. ```jsx import { Canvas, extend } from '@react-three/fiber' import { MeshLineGeometry, MeshLineMaterial, raycast } from 'meshline' extend({ MeshLineGeometry, MeshLineMaterial }) function App() { return ( ) } ``` #### Variable line widths Variable line widths can be set for each point using the `widthCallback` prop. ```jsx p * Math.random()} /> ``` #### Types Add these declarations to your entry point. ```tsx import { Object3DNode, MaterialNode } from '@react-three/fiber' declare module '@react-three/fiber' { interface ThreeElements { meshLineGeometry: Object3DNode meshLineMaterial: MaterialNode } } ``` ### References - [Drawing lines is hard](http://mattdesl.svbtle.com/drawing-lines-is-hard) - [WebGL rendering of solid trails](http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/) - [Drawing Antialiased Lines with OpenGL](https://www.mapbox.com/blog/drawing-antialiased-lines/)