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* Creates extruded geometry from a path shape.
*
* parameters = {
*
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
* depth: <float>, // Depth to extrude the shape
*
* bevelEnabled: <bool>, // turn on bevel
* bevelThickness: <float>, // how deep into the original shape bevel goes
* bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
* bevelOffset: <float>, // how far from shape outline does bevel start
* bevelSegments: <int>, // number of bevel layers
*
* extrudePath: <THREE.Curve> // curve to extrude shape along
*
* UVGenerator: <Object> // object that provides UV generator functions
*
* }
*/
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import * as Curves from '../extras/curves/Curves.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Shape } from '../extras/core/Shape.js';
import { ShapeUtils } from '../extras/ShapeUtils.js';
class ExtrudeGeometry extends BufferGeometry {
constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) {
super();
this.type = 'ExtrudeGeometry';
this.parameters = {
shapes: shapes,
options: options,
};
shapes = Array.isArray(shapes) ? shapes : [shapes];
const scope = this;
const verticesArray = [];
const uvArray = [];
for (let i = 0, l = shapes.length; i < l; i++) {
const shape = shapes[i];
addShape(shape);
}
// build geometry
this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
this.computeVertexNormals();
// functions
function addShape(shape) {
const placeholder = [];
// options
const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
const steps = options.steps !== undefined ? options.steps : 1;
let depth = options.depth !== undefined ? options.depth : 1;
let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
const extrudePath = options.extrudePath;
const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
// deprecated options
if (options.amount !== undefined) {
console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
depth = options.amount;
}
//
let extrudePts,
extrudeByPath = false;
let splineTube, binormal, normal, position2;
if (extrudePath) {
extrudePts = extrudePath.getSpacedPoints(steps);
extrudeByPath = true;
bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames(steps, false);
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3();
normal = new Vector3();
position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if (!bevelEnabled) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
const shapePoints = shape.extractPoints(curveSegments);
let vertices = shapePoints.shape;
const holes = shapePoints.holes;
const reverse = !ShapeUtils.isClockWise(vertices);
if (reverse) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
for (let h = 0, hl = holes.length; h < hl; h++) {
const ahole = holes[h];
if (ShapeUtils.isClockWise(ahole)) {
holes[h] = ahole.reverse();
}
}
}
const faces = ShapeUtils.triangulateShape(vertices, holes);
/* Vertices */
const contour = vertices; // vertices has all points but contour has only points of circumference
for (let h = 0, hl = holes.length; h < hl; h++) {
const ahole = holes[h];
vertices = vertices.concat(ahole);
}
function scalePt2(pt, vec, size) {
if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
return vec.clone().multiplyScalar(size).add(pt);
}
const vlen = vertices.length,
flen = faces.length;
// Find directions for point movement
function getBevelVec(inPt, inPrev, inNext) {
// computes for inPt the corresponding point inPt' on a new contour
// shifted by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
const v_prev_x = inPt.x - inPrev.x,
v_prev_y = inPt.y - inPrev.y;
const v_next_x = inNext.x - inPt.x,
v_next_y = inNext.y - inPt.y;
const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y;
// check for collinear edges
const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
if (Math.abs(collinear0) > Number.EPSILON) {
// not collinear
// length of vectors for normalizing
const v_prev_len = Math.sqrt(v_prev_lensq);
const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y);
// shift adjacent points by unit vectors to the left
const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
const ptNextShift_x = inNext.x - v_next_y / v_next_len;
const ptNextShift_y = inNext.y + v_next_x / v_next_len;
// scaling factor for v_prev to intersection point
const sf =
((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x);
// vector from inPt to intersection point
v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y;
// Don't normalize!, otherwise sharp corners become ugly
// but prevent crazy spikes
const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
if (v_trans_lensq <= 2) {
return new Vector2(v_trans_x, v_trans_y);
} else {
shrink_by = Math.sqrt(v_trans_lensq / 2);
}
} else {
// handle special case of collinear edges
let direction_eq = false; // assumes: opposite
if (v_prev_x > Number.EPSILON) {
if (v_next_x > Number.EPSILON) {
direction_eq = true;
}
} else {
if (v_prev_x < -Number.EPSILON) {
if (v_next_x < -Number.EPSILON) {
direction_eq = true;
}
} else {
if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
direction_eq = true;
}
}
}
if (direction_eq) {
// console.log("Warning: lines are a straight sequence");
v_trans_x = -v_prev_y;
v_trans_y = v_prev_x;
shrink_by = Math.sqrt(v_prev_lensq);
} else {
// console.log("Warning: lines are a straight spike");
v_trans_x = v_prev_x;
v_trans_y = v_prev_y;
shrink_by = Math.sqrt(v_prev_lensq / 2);
}
}
return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
}
const contourMovements = [];
for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
if (j === il) j = 0;
if (k === il) k = 0;
// (j)---(i)---(k)
// console.log('i,j,k', i, j , k)
contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
}
const holesMovements = [];
let oneHoleMovements,
verticesMovements = contourMovements.concat();
for (let h = 0, hl = holes.length; h < hl; h++) {
const ahole = holes[h];
oneHoleMovements = [];
for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
if (j === il) j = 0;
if (k === il) k = 0;
// (j)---(i)---(k)
oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
}
holesMovements.push(oneHoleMovements);
verticesMovements = verticesMovements.concat(oneHoleMovements);
}
// Loop bevelSegments, 1 for the front, 1 for the back
for (let b = 0; b < bevelSegments; b++) {
//for ( b = bevelSegments; b > 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos((t * Math.PI) / 2);
const bs = bevelSize * Math.sin((t * Math.PI) / 2) + bevelOffset;
// contract shape
for (let i = 0, il = contour.length; i < il; i++) {
const vert = scalePt2(contour[i], contourMovements[i], bs);
v(vert.x, vert.y, -z);
}
// expand holes
for (let h = 0, hl = holes.length; h < hl; h++) {
const ahole = holes[h];
oneHoleMovements = holesMovements[h];
for (let i = 0, il = ahole.length; i < il; i++) {
const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
v(vert.x, vert.y, -z);
}
}
}
const bs = bevelSize + bevelOffset;
// Back facing vertices
for (let i = 0; i < vlen; i++) {
const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
if (!extrudeByPath) {
v(vert.x, vert.y, 0);
} else {
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
position2.copy(extrudePts[0]).add(normal).add(binormal);
v(position2.x, position2.y, position2.z);
}
}
// Add stepped vertices...
// Including front facing vertices
for (let s = 1; s <= steps; s++) {
for (let i = 0; i < vlen; i++) {
const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
if (!extrudeByPath) {
v(vert.x, vert.y, (depth / steps) * s);
} else {
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
position2.copy(extrudePts[s]).add(normal).add(binormal);
v(position2.x, position2.y, position2.z);
}
}
}
// Add bevel segments planes
//for ( b = 1; b <= bevelSegments; b ++ ) {
for (let b = bevelSegments - 1; b >= 0; b--) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos((t * Math.PI) / 2);
const bs = bevelSize * Math.sin((t * Math.PI) / 2) + bevelOffset;
// contract shape
for (let i = 0, il = contour.length; i < il; i++) {
const vert = scalePt2(contour[i], contourMovements[i], bs);
v(vert.x, vert.y, depth + z);
}
// expand holes
for (let h = 0, hl = holes.length; h < hl; h++) {
const ahole = holes[h];
oneHoleMovements = holesMovements[h];
for (let i = 0, il = ahole.length; i < il; i++) {
const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
if (!extrudeByPath) {
v(vert.x, vert.y, depth + z);
} else {
v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
}
}
}
}
/* Faces */
// Top and bottom faces
buildLidFaces();
// Sides faces
buildSideFaces();
///// Internal functions
function buildLidFaces() {
const start = verticesArray.length / 3;
if (bevelEnabled) {
let layer = 0; // steps + 1
let offset = vlen * layer;
// Bottom faces
for (let i = 0; i < flen; i++) {
const face = faces[i];
f3(face[2] + offset, face[1] + offset, face[0] + offset);
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for (let i = 0; i < flen; i++) {
const face = faces[i];
f3(face[0] + offset, face[1] + offset, face[2] + offset);
}
} else {
// Bottom faces
for (let i = 0; i < flen; i++) {
const face = faces[i];
f3(face[2], face[1], face[0]);
}
// Top faces
for (let i = 0; i < flen; i++) {
const face = faces[i];
f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
}
}
scope.addGroup(start, verticesArray.length / 3 - start, 0);
}
// Create faces for the z-sides of the shape
function buildSideFaces() {
const start = verticesArray.length / 3;
let layeroffset = 0;
sidewalls(contour, layeroffset);
layeroffset += contour.length;
for (let h = 0, hl = holes.length; h < hl; h++) {
const ahole = holes[h];
sidewalls(ahole, layeroffset);
//, true
layeroffset += ahole.length;
}
scope.addGroup(start, verticesArray.length / 3 - start, 1);
}
function sidewalls(contour, layeroffset) {
let i = contour.length;
while (--i >= 0) {
const j = i;
let k = i - 1;
if (k < 0) k = contour.length - 1;
//console.log('b', i,j, i-1, k,vertices.length);
for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
const slen1 = vlen * s;
const slen2 = vlen * (s + 1);
const a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4(a, b, c, d);
}
}
}
function v(x, y, z) {
placeholder.push(x);
placeholder.push(y);
placeholder.push(z);
}
function f3(a, b, c) {
addVertex(a);
addVertex(b);
addVertex(c);
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
addUV(uvs[0]);
addUV(uvs[1]);
addUV(uvs[2]);
}
function f4(a, b, c, d) {
addVertex(a);
addVertex(b);
addVertex(d);
addVertex(b);
addVertex(c);
addVertex(d);
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
addUV(uvs[0]);
addUV(uvs[1]);
addUV(uvs[3]);
addUV(uvs[1]);
addUV(uvs[2]);
addUV(uvs[3]);
}
function addVertex(index) {
verticesArray.push(placeholder[index * 3 + 0]);
verticesArray.push(placeholder[index * 3 + 1]);
verticesArray.push(placeholder[index * 3 + 2]);
}
function addUV(vector2) {
uvArray.push(vector2.x);
uvArray.push(vector2.y);
}
}
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
const options = this.parameters.options;
return toJSON(shapes, options, data);
}
static fromJSON(data, shapes) {
const geometryShapes = [];
for (let j = 0, jl = data.shapes.length; j < jl; j++) {
const shape = shapes[data.shapes[j]];
geometryShapes.push(shape);
}
const extrudePath = data.options.extrudePath;
if (extrudePath !== undefined) {
data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
}
return new ExtrudeGeometry(geometryShapes, data.options);
}
}
const WorldUVGenerator = {
generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
const a_x = vertices[indexA * 3];
const a_y = vertices[indexA * 3 + 1];
const b_x = vertices[indexB * 3];
const b_y = vertices[indexB * 3 + 1];
const c_x = vertices[indexC * 3];
const c_y = vertices[indexC * 3 + 1];
return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
},
generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) {
const a_x = vertices[indexA * 3];
const a_y = vertices[indexA * 3 + 1];
const a_z = vertices[indexA * 3 + 2];
const b_x = vertices[indexB * 3];
const b_y = vertices[indexB * 3 + 1];
const b_z = vertices[indexB * 3 + 2];
const c_x = vertices[indexC * 3];
const c_y = vertices[indexC * 3 + 1];
const c_z = vertices[indexC * 3 + 2];
const d_x = vertices[indexD * 3];
const d_y = vertices[indexD * 3 + 1];
const d_z = vertices[indexD * 3 + 2];
if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];
} else {
return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];
}
},
};
function toJSON(shapes, options, data) {
data.shapes = [];
if (Array.isArray(shapes)) {
for (let i = 0, l = shapes.length; i < l; i++) {
const shape = shapes[i];
data.shapes.push(shape.uuid);
}
} else {
data.shapes.push(shapes.uuid);
}
if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
return data;
}
export { ExtrudeGeometry, ExtrudeGeometry as ExtrudeBufferGeometry };
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