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@@ -3,6 +3,40 @@ import {
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Vector3
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} from "../../../build/three.module.js";
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+const tempNormal = new Vector3();
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+function applyUv( faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength ) {
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+
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+ const totArcLength = 2 * Math.PI * radius / 4;
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+
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+ // length of the planes between the arcs on each axis
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+ const centerLength = Math.max( sideLength - 2 * radius, 0 );
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+ const halfArc = Math.PI / 4;
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+
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+ // Get the vector projected onto the Y plane
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+ tempNormal.copy( normal );
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+ tempNormal[ projectionAxis ] = 0;
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+ tempNormal.normalize();
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+
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+ // total amount of UV space alloted to a single arc
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+ const arcUvRatio = 0.5 * totArcLength / ( totArcLength + centerLength );
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+
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+ // the distance along one arc the point is at
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+ const arcAngleRatio = 1.0 - ( tempNormal.angleTo( faceDirVector ) / halfArc );
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+
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+ if ( Math.sign( tempNormal[ uvAxis ] ) === 1 ) {
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+
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+ return arcAngleRatio * arcUvRatio;
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+
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+ } else {
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+
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+ // total amount of UV space alloted to the plane between the arcs
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+ const lenUv = centerLength / ( totArcLength + centerLength );
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+ return lenUv + arcUvRatio + arcUvRatio * ( 1.0 - arcAngleRatio );
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+
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+ }
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+
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+}
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+
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class RoundedBoxBufferGeometry extends BoxBufferGeometry {
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constructor( width = 1, height = 1, depth = 1, segments = 1, radius = 1 ) {
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@@ -28,10 +62,7 @@ class RoundedBoxBufferGeometry extends BoxBufferGeometry {
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const uvs = this.attributes.uv.array;
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const faceTris = positions.length / 6;
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- const arcLength = 2 * Math.PI * radius / 4;
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- const widthLength = Math.max( width - 2 * radius, 0 );
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- const heightLength = Math.max( height - 2 * radius, 0 );
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- const depthLength = Math.max( depth - 2 * radius, 0 );
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+ const faceDirVector = new Vector3();
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for ( let i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
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@@ -52,56 +83,10 @@ class RoundedBoxBufferGeometry extends BoxBufferGeometry {
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case 0: // right
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- const tempNormal = new Vector3();
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- const rightVector = new Vector3( 1, 0, 0 );
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- const totArcLength = 2 * Math.PI * radius / 4;
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-
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- // length of the planes between the arcs on each axis
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- const heightLength = Math.max( height - 2 * radius, 0 );
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- const depthLength = Math.max( depth - 2 * radius, 0 );
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- const halfArc = Math.PI / 4;
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-
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- // Get the vector projected onto the Y plane
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- tempNormal.copy( normal );
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- tempNormal.y = 0;
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- tempNormal.normalize();
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-
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- // total amount of UV space alloted to a single arc
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- const arcUvRatioZ = 0.5 * totArcLength / ( totArcLength + depthLength );
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-
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- // the distance along one arc the point is at
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- const arcAngleRatioZ = 1.0 - ( tempNormal.angleTo( rightVector ) / halfArc );
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-
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- if ( Math.sign( tempNormal.z ) === 1 ) {
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-
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- uvs[ j + 0 ] = arcAngleRatioZ * arcUvRatioZ;
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-
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- } else {
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-
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- // total amount of UV space alloted to the plane between the arcs
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- const lenUv = depthLength / ( totArcLength + depthLength );
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- uvs[ j + 0 ] = lenUv + arcUvRatioZ + arcUvRatioZ * ( 1.0 - arcAngleRatioZ );
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-
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- }
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-
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- tempNormal.copy( normal );
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- tempNormal.z = 0;
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- tempNormal.normalize();
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-
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- const arcUvRatioY = 0.5 * totArcLength / ( totArcLength + heightLength );
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- const arcAngleRatioY = 1.0 - ( tempNormal.angleTo( rightVector ) / halfArc );
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-
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- if ( Math.sign( tempNormal.y ) === - 1 ) {
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-
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- uvs[ j + 1 ] = arcAngleRatioY * arcUvRatioY;
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-
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- } else {
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-
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- const lenUv = heightLength / ( totArcLength + heightLength );
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- uvs[ j + 1 ] = lenUv + arcUvRatioY + arcUvRatioY * ( 1.0 - arcAngleRatioY );
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-
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- }
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-
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+ // generate UVs along Z then Y
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+ faceDirVector.set( 1, 0, 0 );
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+ uvs[ j + 0 ] = applyUv( faceDirVector, normal, 'z', 'y', radius, depth );
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+ uvs[ j + 1 ] = 1.0 - applyUv( faceDirVector, normal, 'y', 'z', radius, height );
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break;
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