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Merge pull request #14879 from mrdoob/boxlinegeometry

Added BoxLineGeometry
Mr.doob 6 ani în urmă
părinte
comite
ca7784a063

+ 67 - 0
examples/js/geometries/BoxLineGeometry.js

@@ -0,0 +1,67 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BoxLineGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+	THREE.BufferGeometry.call( this );
+
+	width = width || 1;
+	height = height || 1;
+	depth = depth || 1;
+
+	widthSegments = Math.floor( widthSegments ) || 1;
+	heightSegments = Math.floor( heightSegments ) || 1;
+	depthSegments = Math.floor( depthSegments ) || 1;
+
+	var widthHalf = width / 2;
+	var heightHalf = height / 2;
+	var depthHalf = depth / 2;
+
+	var segmentWidth = width / widthSegments;
+	var segmentHeight = height / heightSegments;
+	var segmentDepth = depth / depthSegments;
+
+	var vertices = [];
+
+	var x = - widthHalf, y = - heightHalf, z = - depthHalf;
+
+	for ( var i = 0; i < widthSegments; i ++ ) {
+
+		vertices.push( x, - heightHalf, - depthHalf, x,   heightHalf, - depthHalf );
+		vertices.push( x,   heightHalf, - depthHalf, x,   heightHalf,   depthHalf );
+		vertices.push( x,   heightHalf,   depthHalf, x, - heightHalf,   depthHalf );
+		vertices.push( x, - heightHalf,   depthHalf, x, - heightHalf, - depthHalf );
+
+		x += segmentWidth;
+
+	}
+
+	for ( var i = 0; i < heightSegments; i ++ ) {
+
+		vertices.push( - widthHalf, y, - depthHalf,   widthHalf, y, - depthHalf );
+		vertices.push(   widthHalf, y, - depthHalf,   widthHalf, y,   depthHalf );
+		vertices.push(   widthHalf, y,   depthHalf, - widthHalf, y,   depthHalf );
+		vertices.push( - widthHalf, y,   depthHalf, - widthHalf, y, - depthHalf );
+
+		y += segmentHeight;
+
+	}
+
+	for ( var i = 0; i < depthSegments; i ++ ) {
+
+		vertices.push( - widthHalf, - heightHalf, z, - widthHalf,   heightHalf, z );
+		vertices.push( - widthHalf,   heightHalf, z,   widthHalf,   heightHalf, z );
+		vertices.push(   widthHalf,   heightHalf, z,   widthHalf, - heightHalf, z );
+		vertices.push(   widthHalf, - heightHalf, z, - widthHalf, - heightHalf, z );
+
+		z += segmentDepth;
+
+	}
+
+	this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+
+}
+
+THREE.BoxLineGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.BoxLineGeometry.prototype.constructor = THREE.BoxLineGeometry;

+ 5 - 3
examples/webvr_ballshooter.html

@@ -24,6 +24,8 @@
 		<script src="../build/three.js"></script>
 		<script src="js/vr/WebVR.js"></script>
 
+		<script src="js/geometries/BoxLineGeometry.js"></script>
+
 		<script>
 
 			var container;
@@ -57,9 +59,9 @@
 
 				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
 
-				room = new THREE.Mesh(
-					new THREE.BoxBufferGeometry( 6, 6, 6, 8, 8, 8 ),
-					new THREE.MeshBasicMaterial( { color: 0x808080, wireframe: true } )
+				room = new THREE.LineSegments(
+					new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
+					new THREE.LineBasicMaterial( { color: 0x808080 } )
 				);
 				room.geometry.translate( 0, 3, 0 );
 				scene.add( room );

+ 5 - 4
examples/webvr_cubes.html

@@ -22,9 +22,10 @@
 	<body>
 
 		<script src="../build/three.js"></script>
-
 		<script src="js/vr/WebVR.js"></script>
 
+		<script src="js/geometries/BoxLineGeometry.js"></script>
+
 		<script>
 
 			var clock = new THREE.Clock();
@@ -71,9 +72,9 @@
 				crosshair.position.z = - 2;
 				camera.add( crosshair );
 
-				room = new THREE.Mesh(
-					new THREE.BoxBufferGeometry( 6, 6, 6, 8, 8, 8 ),
-					new THREE.MeshBasicMaterial( { color: 0x404040, wireframe: true } )
+				room = new THREE.LineSegments(
+					new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
+					new THREE.LineBasicMaterial( { color: 0x808080 } )
 				);
 				room.position.y = 3;
 				scene.add( room );