ExtrudeGeometry.js 18 KB

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  1. /**
  2. * @author zz85 / http://www.lab4games.net/zz85/blog
  3. *
  4. * Creates extruded geometry from a path shape.
  5. *
  6. * parameters = {
  7. *
  8. * curveSegments: <int>, // number of points on the curves
  9. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  10. * amount: <int>, // Depth to extrude the shape
  11. *
  12. * bevelEnabled: <bool>, // turn on bevel
  13. * bevelThickness: <float>, // how deep into the original shape bevel goes
  14. * bevelSize: <float>, // how far from shape outline is bevel
  15. * bevelSegments: <int>, // number of bevel layers
  16. *
  17. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18. * frames: <Object> // containing arrays of tangents, normals, binormals
  19. *
  20. * UVGenerator: <Object> // object that provides UV generator functions
  21. *
  22. * }
  23. */
  24. import { Geometry } from '../core/Geometry.js';
  25. import { BufferGeometry } from '../core/BufferGeometry.js';
  26. import { Float32BufferAttribute } from '../core/BufferAttribute.js';
  27. import { Vector2 } from '../math/Vector2.js';
  28. import { Vector3 } from '../math/Vector3.js';
  29. import { ShapeUtils } from '../extras/ShapeUtils.js';
  30. // ExtrudeGeometry
  31. function ExtrudeGeometry( shapes, options ) {
  32. Geometry.call( this );
  33. this.type = 'ExtrudeGeometry';
  34. this.parameters = {
  35. shapes: shapes,
  36. options: options
  37. };
  38. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  39. this.mergeVertices();
  40. }
  41. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  42. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  43. // ExtrudeBufferGeometry
  44. function ExtrudeBufferGeometry( shapes, options ) {
  45. if ( typeof ( shapes ) === "undefined" ) {
  46. return;
  47. }
  48. BufferGeometry.call( this );
  49. this.type = 'ExtrudeBufferGeometry';
  50. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  51. this.addShapeList( shapes, options );
  52. this.computeVertexNormals();
  53. // can't really use automatic vertex normals
  54. // as then front and back sides get smoothed too
  55. // should do separate smoothing just for sides
  56. //this.computeVertexNormals();
  57. //console.log( "took", ( Date.now() - startTime ) );
  58. }
  59. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  60. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  61. ExtrudeBufferGeometry.prototype.getArrays = function () {
  62. var positionAttribute = this.getAttribute( "position" );
  63. var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : [];
  64. var uvAttribute = this.getAttribute( "uv" );
  65. var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : [];
  66. var IndexAttribute = this.index;
  67. var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : [];
  68. return {
  69. position: verticesArray,
  70. uv: uvArray,
  71. index: indicesArray
  72. };
  73. };
  74. ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) {
  75. var sl = shapes.length;
  76. options.arrays = this.getArrays();
  77. for ( var s = 0; s < sl; s ++ ) {
  78. var shape = shapes[ s ];
  79. this.addShape( shape, options );
  80. }
  81. this.setIndex( options.arrays.index );
  82. this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) );
  83. this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
  84. };
  85. ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
  86. var arrays = options.arrays ? options.arrays : this.getArrays();
  87. var verticesArray = arrays.position;
  88. var indicesArray = arrays.index;
  89. var uvArray = arrays.uv;
  90. var placeholder = [];
  91. var amount = options.amount !== undefined ? options.amount : 100;
  92. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  93. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  94. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  95. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  96. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  97. var steps = options.steps !== undefined ? options.steps : 1;
  98. var extrudePath = options.extrudePath;
  99. var extrudePts, extrudeByPath = false;
  100. // Use default WorldUVGenerator if no UV generators are specified.
  101. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;
  102. var splineTube, binormal, normal, position2;
  103. if ( extrudePath ) {
  104. extrudePts = extrudePath.getSpacedPoints( steps );
  105. extrudeByPath = true;
  106. bevelEnabled = false; // bevels not supported for path extrusion
  107. // SETUP TNB variables
  108. // TODO1 - have a .isClosed in spline?
  109. splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );
  110. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  111. binormal = new Vector3();
  112. normal = new Vector3();
  113. position2 = new Vector3();
  114. }
  115. // Safeguards if bevels are not enabled
  116. if ( ! bevelEnabled ) {
  117. bevelSegments = 0;
  118. bevelThickness = 0;
  119. bevelSize = 0;
  120. }
  121. // Variables initialization
  122. var ahole, h, hl; // looping of holes
  123. var scope = this;
  124. var shapePoints = shape.extractPoints( curveSegments );
  125. var vertices = shapePoints.shape;
  126. var holes = shapePoints.holes;
  127. var reverse = ! ShapeUtils.isClockWise( vertices );
  128. if ( reverse ) {
  129. vertices = vertices.reverse();
  130. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  131. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  132. ahole = holes[ h ];
  133. if ( ShapeUtils.isClockWise( ahole ) ) {
  134. holes[ h ] = ahole.reverse();
  135. }
  136. }
  137. }
  138. var faces = ShapeUtils.triangulateShape( vertices, holes );
  139. /* Vertices */
  140. var contour = vertices; // vertices has all points but contour has only points of circumference
  141. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  142. ahole = holes[ h ];
  143. vertices = vertices.concat( ahole );
  144. }
  145. function scalePt2( pt, vec, size ) {
  146. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  147. return vec.clone().multiplyScalar( size ).add( pt );
  148. }
  149. var b, bs, t, z,
  150. vert, vlen = vertices.length,
  151. face, flen = faces.length;
  152. // Find directions for point movement
  153. function getBevelVec( inPt, inPrev, inNext ) {
  154. // computes for inPt the corresponding point inPt' on a new contour
  155. // shifted by 1 unit (length of normalized vector) to the left
  156. // if we walk along contour clockwise, this new contour is outside the old one
  157. //
  158. // inPt' is the intersection of the two lines parallel to the two
  159. // adjacent edges of inPt at a distance of 1 unit on the left side.
  160. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  161. // good reading for geometry algorithms (here: line-line intersection)
  162. // http://geomalgorithms.com/a05-_intersect-1.html
  163. var v_prev_x = inPt.x - inPrev.x,
  164. v_prev_y = inPt.y - inPrev.y;
  165. var v_next_x = inNext.x - inPt.x,
  166. v_next_y = inNext.y - inPt.y;
  167. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  168. // check for collinear edges
  169. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  170. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  171. // not collinear
  172. // length of vectors for normalizing
  173. var v_prev_len = Math.sqrt( v_prev_lensq );
  174. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  175. // shift adjacent points by unit vectors to the left
  176. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  177. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  178. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  179. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  180. // scaling factor for v_prev to intersection point
  181. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  182. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  183. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  184. // vector from inPt to intersection point
  185. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  186. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  187. // Don't normalize!, otherwise sharp corners become ugly
  188. // but prevent crazy spikes
  189. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  190. if ( v_trans_lensq <= 2 ) {
  191. return new Vector2( v_trans_x, v_trans_y );
  192. } else {
  193. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  194. }
  195. } else {
  196. // handle special case of collinear edges
  197. var direction_eq = false; // assumes: opposite
  198. if ( v_prev_x > Number.EPSILON ) {
  199. if ( v_next_x > Number.EPSILON ) {
  200. direction_eq = true;
  201. }
  202. } else {
  203. if ( v_prev_x < - Number.EPSILON ) {
  204. if ( v_next_x < - Number.EPSILON ) {
  205. direction_eq = true;
  206. }
  207. } else {
  208. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  209. direction_eq = true;
  210. }
  211. }
  212. }
  213. if ( direction_eq ) {
  214. // console.log("Warning: lines are a straight sequence");
  215. v_trans_x = - v_prev_y;
  216. v_trans_y = v_prev_x;
  217. shrink_by = Math.sqrt( v_prev_lensq );
  218. } else {
  219. // console.log("Warning: lines are a straight spike");
  220. v_trans_x = v_prev_x;
  221. v_trans_y = v_prev_y;
  222. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  223. }
  224. }
  225. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  226. }
  227. var contourMovements = [];
  228. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  229. if ( j === il ) j = 0;
  230. if ( k === il ) k = 0;
  231. // (j)---(i)---(k)
  232. // console.log('i,j,k', i, j , k)
  233. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  234. }
  235. var holesMovements = [],
  236. oneHoleMovements, verticesMovements = contourMovements.concat();
  237. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  238. ahole = holes[ h ];
  239. oneHoleMovements = [];
  240. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  241. if ( j === il ) j = 0;
  242. if ( k === il ) k = 0;
  243. // (j)---(i)---(k)
  244. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  245. }
  246. holesMovements.push( oneHoleMovements );
  247. verticesMovements = verticesMovements.concat( oneHoleMovements );
  248. }
  249. // Loop bevelSegments, 1 for the front, 1 for the back
  250. for ( b = 0; b < bevelSegments; b ++ ) {
  251. //for ( b = bevelSegments; b > 0; b -- ) {
  252. t = b / bevelSegments;
  253. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  254. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  255. // contract shape
  256. for ( i = 0, il = contour.length; i < il; i ++ ) {
  257. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  258. v( vert.x, vert.y, - z );
  259. }
  260. // expand holes
  261. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  262. ahole = holes[ h ];
  263. oneHoleMovements = holesMovements[ h ];
  264. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  265. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  266. v( vert.x, vert.y, - z );
  267. }
  268. }
  269. }
  270. bs = bevelSize;
  271. // Back facing vertices
  272. for ( i = 0; i < vlen; i ++ ) {
  273. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  274. if ( ! extrudeByPath ) {
  275. v( vert.x, vert.y, 0 );
  276. } else {
  277. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  278. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  279. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  280. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  281. v( position2.x, position2.y, position2.z );
  282. }
  283. }
  284. // Add stepped vertices...
  285. // Including front facing vertices
  286. var s;
  287. for ( s = 1; s <= steps; s ++ ) {
  288. for ( i = 0; i < vlen; i ++ ) {
  289. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  290. if ( ! extrudeByPath ) {
  291. v( vert.x, vert.y, amount / steps * s );
  292. } else {
  293. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  294. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  295. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  296. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  297. v( position2.x, position2.y, position2.z );
  298. }
  299. }
  300. }
  301. // Add bevel segments planes
  302. //for ( b = 1; b <= bevelSegments; b ++ ) {
  303. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  304. t = b / bevelSegments;
  305. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  306. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  307. // contract shape
  308. for ( i = 0, il = contour.length; i < il; i ++ ) {
  309. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  310. v( vert.x, vert.y, amount + z );
  311. }
  312. // expand holes
  313. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  314. ahole = holes[ h ];
  315. oneHoleMovements = holesMovements[ h ];
  316. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  317. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  318. if ( ! extrudeByPath ) {
  319. v( vert.x, vert.y, amount + z );
  320. } else {
  321. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  322. }
  323. }
  324. }
  325. }
  326. /* Faces */
  327. // Top and bottom faces
  328. buildLidFaces();
  329. // Sides faces
  330. buildSideFaces();
  331. ///// Internal functions
  332. function buildLidFaces() {
  333. var start = verticesArray.length / 3;
  334. if ( bevelEnabled ) {
  335. var layer = 0; // steps + 1
  336. var offset = vlen * layer;
  337. // Bottom faces
  338. for ( i = 0; i < flen; i ++ ) {
  339. face = faces[ i ];
  340. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  341. }
  342. layer = steps + bevelSegments * 2;
  343. offset = vlen * layer;
  344. // Top faces
  345. for ( i = 0; i < flen; i ++ ) {
  346. face = faces[ i ];
  347. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  348. }
  349. } else {
  350. // Bottom faces
  351. for ( i = 0; i < flen; i ++ ) {
  352. face = faces[ i ];
  353. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  354. }
  355. // Top faces
  356. for ( i = 0; i < flen; i ++ ) {
  357. face = faces[ i ];
  358. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  359. }
  360. }
  361. scope.addGroup( start, verticesArray.length / 3 - start, options.material !== undefined ? options.material : 0 );
  362. }
  363. // Create faces for the z-sides of the shape
  364. function buildSideFaces() {
  365. var start = verticesArray.length / 3;
  366. var layeroffset = 0;
  367. sidewalls( contour, layeroffset );
  368. layeroffset += contour.length;
  369. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  370. ahole = holes[ h ];
  371. sidewalls( ahole, layeroffset );
  372. //, true
  373. layeroffset += ahole.length;
  374. }
  375. scope.addGroup( start, verticesArray.length / 3 - start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1 );
  376. }
  377. function sidewalls( contour, layeroffset ) {
  378. var j, k;
  379. i = contour.length;
  380. while ( -- i >= 0 ) {
  381. j = i;
  382. k = i - 1;
  383. if ( k < 0 ) k = contour.length - 1;
  384. //console.log('b', i,j, i-1, k,vertices.length);
  385. var s = 0,
  386. sl = steps + bevelSegments * 2;
  387. for ( s = 0; s < sl; s ++ ) {
  388. var slen1 = vlen * s;
  389. var slen2 = vlen * ( s + 1 );
  390. var a = layeroffset + j + slen1,
  391. b = layeroffset + k + slen1,
  392. c = layeroffset + k + slen2,
  393. d = layeroffset + j + slen2;
  394. f4( a, b, c, d );
  395. }
  396. }
  397. }
  398. function v( x, y, z ) {
  399. placeholder.push( x );
  400. placeholder.push( y );
  401. placeholder.push( z );
  402. }
  403. function f3( a, b, c ) {
  404. addVertex( a );
  405. addVertex( b );
  406. addVertex( c );
  407. var nextIndex = verticesArray.length / 3;
  408. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  409. addUV( uvs[ 0 ] );
  410. addUV( uvs[ 1 ] );
  411. addUV( uvs[ 2 ] );
  412. }
  413. function f4( a, b, c, d ) {
  414. addVertex( a );
  415. addVertex( b );
  416. addVertex( d );
  417. addVertex( b );
  418. addVertex( c );
  419. addVertex( d );
  420. var nextIndex = verticesArray.length / 3;
  421. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  422. addUV( uvs[ 0 ] );
  423. addUV( uvs[ 1 ] );
  424. addUV( uvs[ 3 ] );
  425. addUV( uvs[ 1 ] );
  426. addUV( uvs[ 2 ] );
  427. addUV( uvs[ 3 ] );
  428. }
  429. function addVertex( index ) {
  430. indicesArray.push( verticesArray.length / 3 );
  431. verticesArray.push( placeholder[ index * 3 + 0 ] );
  432. verticesArray.push( placeholder[ index * 3 + 1 ] );
  433. verticesArray.push( placeholder[ index * 3 + 2 ] );
  434. }
  435. function addUV( vector2 ) {
  436. uvArray.push( vector2.x );
  437. uvArray.push( vector2.y );
  438. }
  439. if ( ! options.arrays ) {
  440. this.setIndex( indicesArray );
  441. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  442. this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
  443. }
  444. };
  445. ExtrudeGeometry.WorldUVGenerator = {
  446. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  447. var a_x = vertices[ indexA * 3 ];
  448. var a_y = vertices[ indexA * 3 + 1 ];
  449. var b_x = vertices[ indexB * 3 ];
  450. var b_y = vertices[ indexB * 3 + 1 ];
  451. var c_x = vertices[ indexC * 3 ];
  452. var c_y = vertices[ indexC * 3 + 1 ];
  453. return [
  454. new Vector2( a_x, a_y ),
  455. new Vector2( b_x, b_y ),
  456. new Vector2( c_x, c_y )
  457. ];
  458. },
  459. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  460. var a_x = vertices[ indexA * 3 ];
  461. var a_y = vertices[ indexA * 3 + 1 ];
  462. var a_z = vertices[ indexA * 3 + 2 ];
  463. var b_x = vertices[ indexB * 3 ];
  464. var b_y = vertices[ indexB * 3 + 1 ];
  465. var b_z = vertices[ indexB * 3 + 2 ];
  466. var c_x = vertices[ indexC * 3 ];
  467. var c_y = vertices[ indexC * 3 + 1 ];
  468. var c_z = vertices[ indexC * 3 + 2 ];
  469. var d_x = vertices[ indexD * 3 ];
  470. var d_y = vertices[ indexD * 3 + 1 ];
  471. var d_z = vertices[ indexD * 3 + 2 ];
  472. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  473. return [
  474. new Vector2( a_x, 1 - a_z ),
  475. new Vector2( b_x, 1 - b_z ),
  476. new Vector2( c_x, 1 - c_z ),
  477. new Vector2( d_x, 1 - d_z )
  478. ];
  479. } else {
  480. return [
  481. new Vector2( a_y, 1 - a_z ),
  482. new Vector2( b_y, 1 - b_z ),
  483. new Vector2( c_y, 1 - c_z ),
  484. new Vector2( d_y, 1 - d_z )
  485. ];
  486. }
  487. }
  488. };
  489. export { ExtrudeGeometry, ExtrudeBufferGeometry };