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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 };