Buckets:
| import { | |
| BufferGeometry, | |
| Float32BufferAttribute | |
| } from 'three'; | |
| /** | |
| * A special type of box geometry intended for {@link LineSegments}. | |
| * | |
| * ```js | |
| * const geometry = new THREE.BoxLineGeometry(); | |
| * const material = new THREE.LineBasicMaterial( { color: 0x00ff00 } ); | |
| * const lines = new THREE.LineSegments( geometry, material ); | |
| * scene.add( lines ); | |
| * ``` | |
| * | |
| * @augments BufferGeometry | |
| * @three_import import { BoxLineGeometry } from 'three/addons/geometries/BoxLineGeometry.js'; | |
| */ | |
| class BoxLineGeometry extends BufferGeometry { | |
| /** | |
| * Constructs a new box line geometry. | |
| * | |
| * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis. | |
| * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis. | |
| * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis. | |
| * @param {number} [widthSegments=1] - Number of segmented rectangular sections along the width of the sides. | |
| * @param {number} [heightSegments=1] - Number of segmented rectangular sections along the height of the sides. | |
| * @param {number} [depthSegments=1] - Number of segmented rectangular sections along the depth of the sides. | |
| */ | |
| constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { | |
| super(); | |
| widthSegments = Math.floor( widthSegments ); | |
| heightSegments = Math.floor( heightSegments ); | |
| depthSegments = Math.floor( depthSegments ); | |
| const widthHalf = width / 2; | |
| const heightHalf = height / 2; | |
| const depthHalf = depth / 2; | |
| const segmentWidth = width / widthSegments; | |
| const segmentHeight = height / heightSegments; | |
| const segmentDepth = depth / depthSegments; | |
| const vertices = []; | |
| let x = - widthHalf; | |
| let y = - heightHalf; | |
| let z = - depthHalf; | |
| for ( let i = 0; i <= widthSegments; i ++ ) { | |
| vertices.push( x, - heightHalf, - depthHalf, x, heightHalf, - depthHalf ); | |
| vertices.push( x, heightHalf, - depthHalf, x, heightHalf, depthHalf ); | |
| vertices.push( x, heightHalf, depthHalf, x, - heightHalf, depthHalf ); | |
| vertices.push( x, - heightHalf, depthHalf, x, - heightHalf, - depthHalf ); | |
| x += segmentWidth; | |
| } | |
| for ( let i = 0; i <= heightSegments; i ++ ) { | |
| vertices.push( - widthHalf, y, - depthHalf, widthHalf, y, - depthHalf ); | |
| vertices.push( widthHalf, y, - depthHalf, widthHalf, y, depthHalf ); | |
| vertices.push( widthHalf, y, depthHalf, - widthHalf, y, depthHalf ); | |
| vertices.push( - widthHalf, y, depthHalf, - widthHalf, y, - depthHalf ); | |
| y += segmentHeight; | |
| } | |
| for ( let i = 0; i <= depthSegments; i ++ ) { | |
| vertices.push( - widthHalf, - heightHalf, z, - widthHalf, heightHalf, z ); | |
| vertices.push( - widthHalf, heightHalf, z, widthHalf, heightHalf, z ); | |
| vertices.push( widthHalf, heightHalf, z, widthHalf, - heightHalf, z ); | |
| vertices.push( widthHalf, - heightHalf, z, - widthHalf, - heightHalf, z ); | |
| z += segmentDepth; | |
| } | |
| this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| } | |
| } | |
| export { BoxLineGeometry }; | |
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