Buckets:
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| class BoxGeometry extends BufferGeometry { | |
| constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { | |
| super(); | |
| this.type = 'BoxGeometry'; | |
| this.parameters = { | |
| width: width, | |
| height: height, | |
| depth: depth, | |
| widthSegments: widthSegments, | |
| heightSegments: heightSegments, | |
| depthSegments: depthSegments | |
| }; | |
| const scope = this; | |
| // segments | |
| widthSegments = Math.floor( widthSegments ); | |
| heightSegments = Math.floor( heightSegments ); | |
| depthSegments = Math.floor( depthSegments ); | |
| // buffers | |
| const indices = []; | |
| const vertices = []; | |
| const normals = []; | |
| const uvs = []; | |
| // helper variables | |
| let numberOfVertices = 0; | |
| let groupStart = 0; | |
| // build each side of the box geometry | |
| buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px | |
| buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx | |
| buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py | |
| buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny | |
| buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz | |
| buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz | |
| // build geometry | |
| this.setIndex( indices ); | |
| this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
| this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
| function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { | |
| const segmentWidth = width / gridX; | |
| const segmentHeight = height / gridY; | |
| const widthHalf = width / 2; | |
| const heightHalf = height / 2; | |
| const depthHalf = depth / 2; | |
| const gridX1 = gridX + 1; | |
| const gridY1 = gridY + 1; | |
| let vertexCounter = 0; | |
| let groupCount = 0; | |
| const vector = new Vector3(); | |
| // generate vertices, normals and uvs | |
| for ( let iy = 0; iy < gridY1; iy ++ ) { | |
| const y = iy * segmentHeight - heightHalf; | |
| for ( let ix = 0; ix < gridX1; ix ++ ) { | |
| const x = ix * segmentWidth - widthHalf; | |
| // set values to correct vector component | |
| vector[ u ] = x * udir; | |
| vector[ v ] = y * vdir; | |
| vector[ w ] = depthHalf; | |
| // now apply vector to vertex buffer | |
| vertices.push( vector.x, vector.y, vector.z ); | |
| // set values to correct vector component | |
| vector[ u ] = 0; | |
| vector[ v ] = 0; | |
| vector[ w ] = depth > 0 ? 1 : - 1; | |
| // now apply vector to normal buffer | |
| normals.push( vector.x, vector.y, vector.z ); | |
| // uvs | |
| uvs.push( ix / gridX ); | |
| uvs.push( 1 - ( iy / gridY ) ); | |
| // counters | |
| vertexCounter += 1; | |
| } | |
| } | |
| // indices | |
| // 1. you need three indices to draw a single face | |
| // 2. a single segment consists of two faces | |
| // 3. so we need to generate six (2*3) indices per segment | |
| for ( let iy = 0; iy < gridY; iy ++ ) { | |
| for ( let ix = 0; ix < gridX; ix ++ ) { | |
| const a = numberOfVertices + ix + gridX1 * iy; | |
| const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); | |
| const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); | |
| const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; | |
| // faces | |
| indices.push( a, b, d ); | |
| indices.push( b, c, d ); | |
| // increase counter | |
| groupCount += 6; | |
| } | |
| } | |
| // add a group to the geometry. this will ensure multi material support | |
| scope.addGroup( groupStart, groupCount, materialIndex ); | |
| // calculate new start value for groups | |
| groupStart += groupCount; | |
| // update total number of vertices | |
| numberOfVertices += vertexCounter; | |
| } | |
| } | |
| copy( source ) { | |
| super.copy( source ); | |
| this.parameters = Object.assign( {}, source.parameters ); | |
| return this; | |
| } | |
| static fromJSON( data ) { | |
| return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); | |
| } | |
| } | |
| export { BoxGeometry }; | |
Xet Storage Details
- Size:
- 4.34 kB
- Xet hash:
- 85570f1bc52d2a80f6ebc9276ab2724d930a0ea5928051b9ef30ae11f25bd37c
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.