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- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
- import { Geometry } from '../core/Geometry';
- function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- Geometry.call( this );
- this.type = 'BoxGeometry';
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
- this.mergeVertices();
- }
- BoxGeometry.prototype = Object.create( Geometry.prototype );
- BoxGeometry.prototype.constructor = BoxGeometry;
- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- import { Float32BufferAttribute } from '../core/BufferAttribute';
- import { BufferGeometry } from '../core/BufferGeometry';
- import { Vector3 } from '../math/Vector3';
- function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- BufferGeometry.call( this );
- this.type = 'BoxBufferGeometry';
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- var scope = this;
- // segments
- widthSegments = Math.floor( widthSegments ) || 1;
- heightSegments = Math.floor( heightSegments ) || 1;
- depthSegments = Math.floor( depthSegments ) || 1;
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- // helper variables
- var numberOfVertices = 0;
- var groupStart = 0;
- // build each side of the box geometry
- buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
- buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
- buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
- buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
- buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
- buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
- // build geometry
- this.setIndex( indices );
- this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
- var segmentWidth = width / gridX;
- var segmentHeight = height / gridY;
- var widthHalf = width / 2;
- var heightHalf = height / 2;
- var depthHalf = depth / 2;
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
- var vertexCounter = 0;
- var groupCount = 0;
- var ix, iy;
- var vector = new Vector3();
- // generate vertices, normals and uvs
- for ( iy = 0; iy < gridY1; iy ++ ) {
- var y = iy * segmentHeight - heightHalf;
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var x = ix * segmentWidth - widthHalf;
- // set values to correct vector component
- vector[ u ] = x * udir;
- vector[ v ] = y * vdir;
- vector[ w ] = depthHalf;
- // now apply vector to vertex buffer
- vertices.push( vector.x, vector.y, vector.z );
- // set values to correct vector component
- vector[ u ] = 0;
- vector[ v ] = 0;
- vector[ w ] = depth > 0 ? 1 : - 1;
- // now apply vector to normal buffer
- normals.push( vector.x, vector.y, vector.z );
- // uvs
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- // counters
- vertexCounter += 1;
- }
- }
- // indices
- // 1. you need three indices to draw a single face
- // 2. a single segment consists of two faces
- // 3. so we need to generate six (2*3) indices per segment
- for ( iy = 0; iy < gridY; iy ++ ) {
- for ( ix = 0; ix < gridX; ix ++ ) {
- var a = numberOfVertices + ix + gridX1 * iy;
- var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
- var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // increase counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, materialIndex );
- // calculate new start value for groups
- groupStart += groupCount;
- // update total number of vertices
- numberOfVertices += vertexCounter;
- }
- }
- BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
- export { BoxGeometry, BoxBufferGeometry };
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