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@@ -0,0 +1,785 @@
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+/**
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+ * Creates extruded geometry from a path shape.
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+ *
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+ * parameters = {
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+ *
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+ * curveSegments: <int>, // number of points on the curves
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+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
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+ * depth: <float>, // Depth to extrude the shape
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+ *
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+ * bevelEnabled: <bool>, // turn on bevel
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+ * bevelThickness: <float>, // how deep into the original shape bevel goes
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+ * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
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+ * bevelOffset: <float>, // how far from shape outline does bevel start
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+ * bevelSegments: <int>, // number of bevel layers
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+ *
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+ * extrudePath: <THREE.Curve> // curve to extrude shape along
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+ *
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+ * UVGenerator: <Object> // object that provides UV generator functions
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+ *
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+ * }
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+ */
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+
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+import { BufferGeometry } from '../core/BufferGeometry.js';
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+import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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+import { Vector2 } from '../math/Vector2.js';
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+import { Vector3 } from '../math/Vector3.js';
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+import { ShapeUtils } from '../extras/ShapeUtils.js';
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+
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+class ExtrudeBufferGeometry extends BufferGeometry {
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+
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+ constructor( shapes, options ) {
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+
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+ super();
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+
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+ this.type = 'ExtrudeBufferGeometry';
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+
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+ this.parameters = {
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+ shapes: shapes,
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+ options: options
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+ };
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+
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+ shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
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+
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+ const scope = this;
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+
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+ const verticesArray = [];
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+ const uvArray = [];
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+
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+ for ( let i = 0, l = shapes.length; i < l; i ++ ) {
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+
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+ const shape = shapes[ i ];
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+ addShape( shape );
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+
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+ }
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+
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+ // build geometry
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+
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+ this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
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+ this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
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+
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+ this.computeVertexNormals();
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+
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+ // functions
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+
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+ function addShape( shape ) {
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+
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+ const placeholder = [];
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+
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+ // options
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+
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+ const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
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+ const steps = options.steps !== undefined ? options.steps : 1;
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+ let depth = options.depth !== undefined ? options.depth : 100;
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+
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+ let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
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+ let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
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+ let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
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+ let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
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+ let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
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+
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+ const extrudePath = options.extrudePath;
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+
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+ const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
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+
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+ // deprecated options
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+
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+ if ( options.amount !== undefined ) {
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+
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+ console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
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+ depth = options.amount;
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+
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+ }
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+
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+ //
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+
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+ let extrudePts, extrudeByPath = false;
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+ let splineTube, binormal, normal, position2;
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+
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+ if ( extrudePath ) {
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+
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+ extrudePts = extrudePath.getSpacedPoints( steps );
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+
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+ extrudeByPath = true;
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+ bevelEnabled = false; // bevels not supported for path extrusion
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+
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+ // SETUP TNB variables
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+
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+ // TODO1 - have a .isClosed in spline?
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+
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+ splineTube = extrudePath.computeFrenetFrames( steps, false );
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+
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+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
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+
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+ binormal = new Vector3();
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+ normal = new Vector3();
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+ position2 = new Vector3();
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+
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+ }
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+
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+ // Safeguards if bevels are not enabled
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+
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+ if ( ! bevelEnabled ) {
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+
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+ bevelSegments = 0;
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+ bevelThickness = 0;
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+ bevelSize = 0;
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+ bevelOffset = 0;
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+
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+ }
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+
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+ // Variables initialization
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+
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+ const shapePoints = shape.extractPoints( curveSegments );
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+
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+ let vertices = shapePoints.shape;
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+ const holes = shapePoints.holes;
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+
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+ const reverse = ! ShapeUtils.isClockWise( vertices );
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+
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+ if ( reverse ) {
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+
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+ vertices = vertices.reverse();
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+
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+ // Maybe we should also check if holes are in the opposite direction, just to be safe ...
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+
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+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
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+
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+ const ahole = holes[ h ];
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+
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+ if ( ShapeUtils.isClockWise( ahole ) ) {
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+
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+ holes[ h ] = ahole.reverse();
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+
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+ const faces = ShapeUtils.triangulateShape( vertices, holes );
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+
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+ /* Vertices */
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+
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+ const contour = vertices; // vertices has all points but contour has only points of circumference
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+
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+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
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+
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+ const ahole = holes[ h ];
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+
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+ vertices = vertices.concat( ahole );
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+
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+ }
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+
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+
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+ function scalePt2( pt, vec, size ) {
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+
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+ if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
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+
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+ return vec.clone().multiplyScalar( size ).add( pt );
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+
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+ }
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+
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+ const vlen = vertices.length, flen = faces.length;
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+
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+
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+ // Find directions for point movement
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+
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+
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+ function getBevelVec( inPt, inPrev, inNext ) {
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+
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+ // computes for inPt the corresponding point inPt' on a new contour
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+ // shifted by 1 unit (length of normalized vector) to the left
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+ // if we walk along contour clockwise, this new contour is outside the old one
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+ //
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+ // inPt' is the intersection of the two lines parallel to the two
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+ // adjacent edges of inPt at a distance of 1 unit on the left side.
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+
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+ let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
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+
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+ // good reading for geometry algorithms (here: line-line intersection)
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+ // http://geomalgorithms.com/a05-_intersect-1.html
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+
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+ const v_prev_x = inPt.x - inPrev.x,
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+ v_prev_y = inPt.y - inPrev.y;
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+ const v_next_x = inNext.x - inPt.x,
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+ v_next_y = inNext.y - inPt.y;
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+
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+ const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
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+
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+ // check for collinear edges
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+ const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
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+
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+ if ( Math.abs( collinear0 ) > Number.EPSILON ) {
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+
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+ // not collinear
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+
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+ // length of vectors for normalizing
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+
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+ const v_prev_len = Math.sqrt( v_prev_lensq );
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+ const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
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+
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+ // shift adjacent points by unit vectors to the left
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+
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+ const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
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+ const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
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+
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+ const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
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+ const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
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+
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+ // scaling factor for v_prev to intersection point
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+
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+ const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
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+ ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
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+ ( v_prev_x * v_next_y - v_prev_y * v_next_x );
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+
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+ // vector from inPt to intersection point
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+
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+ v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
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+ v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
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+
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+ // Don't normalize!, otherwise sharp corners become ugly
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+ // but prevent crazy spikes
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+ const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
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+ if ( v_trans_lensq <= 2 ) {
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+
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+ return new Vector2( v_trans_x, v_trans_y );
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+
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+ } else {
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+
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+ shrink_by = Math.sqrt( v_trans_lensq / 2 );
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+
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+ }
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+
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+ } else {
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+
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+ // handle special case of collinear edges
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+
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+ let direction_eq = false; // assumes: opposite
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+
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+ if ( v_prev_x > Number.EPSILON ) {
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+
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+ if ( v_next_x > Number.EPSILON ) {
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+
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+ direction_eq = true;
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+
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+ }
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+
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+ } else {
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+
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+ if ( v_prev_x < - Number.EPSILON ) {
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+
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+ if ( v_next_x < - Number.EPSILON ) {
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+
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+ direction_eq = true;
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+
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+ }
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+
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+ } else {
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+
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+ if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
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+
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+ direction_eq = true;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ if ( direction_eq ) {
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+
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+ // console.log("Warning: lines are a straight sequence");
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+ v_trans_x = - v_prev_y;
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+ v_trans_y = v_prev_x;
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+ shrink_by = Math.sqrt( v_prev_lensq );
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+
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+ } else {
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+
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+ // console.log("Warning: lines are a straight spike");
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+ v_trans_x = v_prev_x;
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+ v_trans_y = v_prev_y;
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+ shrink_by = Math.sqrt( v_prev_lensq / 2 );
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+
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+ }
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+
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+ }
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+
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+ return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
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+
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+ }
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+
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+
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+ const contourMovements = [];
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+
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+ for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
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+
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+ if ( j === il ) j = 0;
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+ if ( k === il ) k = 0;
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+
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+ // (j)---(i)---(k)
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+ // console.log('i,j,k', i, j , k)
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+
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+ contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
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+
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+ }
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+
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+ const holesMovements = [];
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+ let oneHoleMovements, verticesMovements = contourMovements.concat();
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+
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+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
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+
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+ const ahole = holes[ h ];
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+
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+ oneHoleMovements = [];
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+
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+ for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
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+
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+ if ( j === il ) j = 0;
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+ if ( k === il ) k = 0;
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+
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+ // (j)---(i)---(k)
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+ oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
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+
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+ }
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+
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+ holesMovements.push( oneHoleMovements );
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+ verticesMovements = verticesMovements.concat( oneHoleMovements );
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+
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+ }
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+
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+
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+ // Loop bevelSegments, 1 for the front, 1 for the back
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+
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+ for ( let b = 0; b < bevelSegments; b ++ ) {
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+
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+ //for ( b = bevelSegments; b > 0; b -- ) {
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+
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+ const t = b / bevelSegments;
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+ const z = bevelThickness * Math.cos( t * Math.PI / 2 );
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+ const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
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+
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+ // contract shape
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+
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+ for ( let i = 0, il = contour.length; i < il; i ++ ) {
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+
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+ const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
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+
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+ v( vert.x, vert.y, - z );
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+
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+ }
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+
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+ // expand holes
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+
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+ for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
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+
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+ const ahole = holes[ h ];
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+ oneHoleMovements = holesMovements[ h ];
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+
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+ for ( let i = 0, il = ahole.length; i < il; i ++ ) {
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+
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+ const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
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+
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+ v( vert.x, vert.y, - z );
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ const bs = bevelSize + bevelOffset;
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+
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+ // Back facing vertices
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+
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+ for ( let i = 0; i < vlen; i ++ ) {
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+
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+ const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
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+
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+ if ( ! extrudeByPath ) {
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+
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+ v( vert.x, vert.y, 0 );
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+
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+ } else {
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+
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+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
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+
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+ normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
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+ binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
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+
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+ position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
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+
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+ v( position2.x, position2.y, position2.z );
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+
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+ }
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+
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+ }
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+
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+ // Add stepped vertices...
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+ // Including front facing vertices
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+
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+ for ( let s = 1; s <= steps; s ++ ) {
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+
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+ for ( let i = 0; i < vlen; i ++ ) {
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+
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+ const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
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+
|
|
|
+ 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 = BufferGeometry.prototype.toJSON.call( this );
|
|
|
+
|
|
|
+ const shapes = this.parameters.shapes;
|
|
|
+ const options = this.parameters.options;
|
|
|
+
|
|
|
+ return toJSON( shapes, options, data );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+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 ) < 0.01 ) {
|
|
|
+
|
|
|
+ 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 { ExtrudeBufferGeometry };
|