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. * depth: <float>, // 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 (including bevelOffset) is bevel
  15. * bevelOffset: <float>, // how far from shape outline does bevel start
  16. * bevelSegments: <int>, // number of bevel layers
  17. *
  18. * extrudePath: <THREE.Curve> // curve to extrude shape along
  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. ExtrudeGeometry.prototype.toJSON = function () {
  44. var data = Geometry.prototype.toJSON.call( this );
  45. var shapes = this.parameters.shapes;
  46. var options = this.parameters.options;
  47. return toJSON( shapes, options, data );
  48. };
  49. // ExtrudeBufferGeometry
  50. function ExtrudeBufferGeometry( shapes, options ) {
  51. BufferGeometry.call( this );
  52. this.type = 'ExtrudeBufferGeometry';
  53. this.parameters = {
  54. shapes: shapes,
  55. options: options
  56. };
  57. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  58. var scope = this;
  59. var verticesArray = [];
  60. var uvArray = [];
  61. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  62. var shape = shapes[ i ];
  63. addShape( shape );
  64. }
  65. // build geometry
  66. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  67. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  68. this.computeVertexNormals();
  69. // functions
  70. function addShape( shape ) {
  71. var placeholder = [];
  72. // options
  73. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  74. var steps = options.steps !== undefined ? options.steps : 1;
  75. var depth = options.depth !== undefined ? options.depth : 100;
  76. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  77. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  78. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  79. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  80. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  81. var extrudePath = options.extrudePath;
  82. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  83. // deprecated options
  84. if ( options.amount !== undefined ) {
  85. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  86. depth = options.amount;
  87. }
  88. //
  89. var extrudePts, extrudeByPath = false;
  90. var splineTube, binormal, normal, position2;
  91. if ( extrudePath ) {
  92. extrudePts = extrudePath.getSpacedPoints( steps );
  93. extrudeByPath = true;
  94. bevelEnabled = false; // bevels not supported for path extrusion
  95. // SETUP TNB variables
  96. // TODO1 - have a .isClosed in spline?
  97. splineTube = extrudePath.computeFrenetFrames( steps, false );
  98. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  99. binormal = new Vector3();
  100. normal = new Vector3();
  101. position2 = new Vector3();
  102. }
  103. // Safeguards if bevels are not enabled
  104. if ( ! bevelEnabled ) {
  105. bevelSegments = 0;
  106. bevelThickness = 0;
  107. bevelSize = 0;
  108. bevelOffset = 0;
  109. }
  110. // Variables initialization
  111. var ahole, h, hl; // looping of holes
  112. var shapePoints = shape.extractPoints( curveSegments );
  113. var vertices = shapePoints.shape;
  114. var holes = shapePoints.holes;
  115. var reverse = ! ShapeUtils.isClockWise( vertices );
  116. if ( reverse ) {
  117. vertices = vertices.reverse();
  118. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  119. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  120. ahole = holes[ h ];
  121. if ( ShapeUtils.isClockWise( ahole ) ) {
  122. holes[ h ] = ahole.reverse();
  123. }
  124. }
  125. }
  126. var faces = ShapeUtils.triangulateShape( vertices, holes );
  127. /* Vertices */
  128. var contour = vertices; // vertices has all points but contour has only points of circumference
  129. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  130. ahole = holes[ h ];
  131. vertices = vertices.concat( ahole );
  132. }
  133. function scalePt2( pt, vec, size ) {
  134. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  135. return vec.clone().multiplyScalar( size ).add( pt );
  136. }
  137. var b, bs, t, z,
  138. vert, vlen = vertices.length,
  139. face, flen = faces.length;
  140. // Find directions for point movement
  141. function getBevelVec( inPt, inPrev, inNext ) {
  142. // computes for inPt the corresponding point inPt' on a new contour
  143. // shifted by 1 unit (length of normalized vector) to the left
  144. // if we walk along contour clockwise, this new contour is outside the old one
  145. //
  146. // inPt' is the intersection of the two lines parallel to the two
  147. // adjacent edges of inPt at a distance of 1 unit on the left side.
  148. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  149. // good reading for geometry algorithms (here: line-line intersection)
  150. // http://geomalgorithms.com/a05-_intersect-1.html
  151. var v_prev_x = inPt.x - inPrev.x,
  152. v_prev_y = inPt.y - inPrev.y;
  153. var v_next_x = inNext.x - inPt.x,
  154. v_next_y = inNext.y - inPt.y;
  155. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  156. // check for collinear edges
  157. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  158. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  159. // not collinear
  160. // length of vectors for normalizing
  161. var v_prev_len = Math.sqrt( v_prev_lensq );
  162. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  163. // shift adjacent points by unit vectors to the left
  164. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  165. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  166. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  167. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  168. // scaling factor for v_prev to intersection point
  169. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  170. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  171. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  172. // vector from inPt to intersection point
  173. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  174. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  175. // Don't normalize!, otherwise sharp corners become ugly
  176. // but prevent crazy spikes
  177. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  178. if ( v_trans_lensq <= 2 ) {
  179. return new Vector2( v_trans_x, v_trans_y );
  180. } else {
  181. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  182. }
  183. } else {
  184. // handle special case of collinear edges
  185. var direction_eq = false; // assumes: opposite
  186. if ( v_prev_x > Number.EPSILON ) {
  187. if ( v_next_x > Number.EPSILON ) {
  188. direction_eq = true;
  189. }
  190. } else {
  191. if ( v_prev_x < - Number.EPSILON ) {
  192. if ( v_next_x < - Number.EPSILON ) {
  193. direction_eq = true;
  194. }
  195. } else {
  196. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  197. direction_eq = true;
  198. }
  199. }
  200. }
  201. if ( direction_eq ) {
  202. // console.log("Warning: lines are a straight sequence");
  203. v_trans_x = - v_prev_y;
  204. v_trans_y = v_prev_x;
  205. shrink_by = Math.sqrt( v_prev_lensq );
  206. } else {
  207. // console.log("Warning: lines are a straight spike");
  208. v_trans_x = v_prev_x;
  209. v_trans_y = v_prev_y;
  210. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  211. }
  212. }
  213. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  214. }
  215. var contourMovements = [];
  216. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  217. if ( j === il ) j = 0;
  218. if ( k === il ) k = 0;
  219. // (j)---(i)---(k)
  220. // console.log('i,j,k', i, j , k)
  221. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  222. }
  223. var holesMovements = [],
  224. oneHoleMovements, verticesMovements = contourMovements.concat();
  225. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  226. ahole = holes[ h ];
  227. oneHoleMovements = [];
  228. for ( i = 0, il = ahole.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. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  233. }
  234. holesMovements.push( oneHoleMovements );
  235. verticesMovements = verticesMovements.concat( oneHoleMovements );
  236. }
  237. // Loop bevelSegments, 1 for the front, 1 for the back
  238. for ( b = 0; b < bevelSegments; b ++ ) {
  239. //for ( b = bevelSegments; b > 0; b -- ) {
  240. t = b / bevelSegments;
  241. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  242. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  243. // contract shape
  244. for ( i = 0, il = contour.length; i < il; i ++ ) {
  245. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  246. v( vert.x, vert.y, - z );
  247. }
  248. // expand holes
  249. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  250. ahole = holes[ h ];
  251. oneHoleMovements = holesMovements[ h ];
  252. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  253. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  254. v( vert.x, vert.y, - z );
  255. }
  256. }
  257. }
  258. bs = bevelSize + bevelOffset;
  259. // Back facing vertices
  260. for ( i = 0; i < vlen; i ++ ) {
  261. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  262. if ( ! extrudeByPath ) {
  263. v( vert.x, vert.y, 0 );
  264. } else {
  265. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  266. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  267. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  268. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  269. v( position2.x, position2.y, position2.z );
  270. }
  271. }
  272. // Add stepped vertices...
  273. // Including front facing vertices
  274. var s;
  275. for ( s = 1; s <= steps; s ++ ) {
  276. for ( i = 0; i < vlen; i ++ ) {
  277. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  278. if ( ! extrudeByPath ) {
  279. v( vert.x, vert.y, depth / steps * s );
  280. } else {
  281. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  282. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  283. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  284. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  285. v( position2.x, position2.y, position2.z );
  286. }
  287. }
  288. }
  289. // Add bevel segments planes
  290. //for ( b = 1; b <= bevelSegments; b ++ ) {
  291. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  292. t = b / bevelSegments;
  293. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  294. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  295. // contract shape
  296. for ( i = 0, il = contour.length; i < il; i ++ ) {
  297. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  298. v( vert.x, vert.y, depth + z );
  299. }
  300. // expand holes
  301. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  302. ahole = holes[ h ];
  303. oneHoleMovements = holesMovements[ h ];
  304. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  305. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  306. if ( ! extrudeByPath ) {
  307. v( vert.x, vert.y, depth + z );
  308. } else {
  309. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  310. }
  311. }
  312. }
  313. }
  314. /* Faces */
  315. // Top and bottom faces
  316. buildLidFaces();
  317. // Sides faces
  318. buildSideFaces();
  319. ///// Internal functions
  320. function buildLidFaces() {
  321. var start = verticesArray.length / 3;
  322. if ( bevelEnabled ) {
  323. var layer = 0; // steps + 1
  324. var offset = vlen * layer;
  325. // Bottom faces
  326. for ( i = 0; i < flen; i ++ ) {
  327. face = faces[ i ];
  328. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  329. }
  330. layer = steps + bevelSegments * 2;
  331. offset = vlen * layer;
  332. // Top faces
  333. for ( i = 0; i < flen; i ++ ) {
  334. face = faces[ i ];
  335. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  336. }
  337. } else {
  338. // Bottom faces
  339. for ( i = 0; i < flen; i ++ ) {
  340. face = faces[ i ];
  341. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  342. }
  343. // Top faces
  344. for ( i = 0; i < flen; i ++ ) {
  345. face = faces[ i ];
  346. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  347. }
  348. }
  349. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  350. }
  351. // Create faces for the z-sides of the shape
  352. function buildSideFaces() {
  353. var start = verticesArray.length / 3;
  354. var layeroffset = 0;
  355. sidewalls( contour, layeroffset );
  356. layeroffset += contour.length;
  357. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  358. ahole = holes[ h ];
  359. sidewalls( ahole, layeroffset );
  360. //, true
  361. layeroffset += ahole.length;
  362. }
  363. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  364. }
  365. function sidewalls( contour, layeroffset ) {
  366. var j, k;
  367. i = contour.length;
  368. while ( -- i >= 0 ) {
  369. j = i;
  370. k = i - 1;
  371. if ( k < 0 ) k = contour.length - 1;
  372. //console.log('b', i,j, i-1, k,vertices.length);
  373. var s = 0,
  374. sl = steps + bevelSegments * 2;
  375. for ( s = 0; s < sl; s ++ ) {
  376. var slen1 = vlen * s;
  377. var slen2 = vlen * ( s + 1 );
  378. var a = layeroffset + j + slen1,
  379. b = layeroffset + k + slen1,
  380. c = layeroffset + k + slen2,
  381. d = layeroffset + j + slen2;
  382. f4( a, b, c, d );
  383. }
  384. }
  385. }
  386. function v( x, y, z ) {
  387. placeholder.push( x );
  388. placeholder.push( y );
  389. placeholder.push( z );
  390. }
  391. function f3( a, b, c ) {
  392. addVertex( a );
  393. addVertex( b );
  394. addVertex( c );
  395. var nextIndex = verticesArray.length / 3;
  396. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  397. addUV( uvs[ 0 ] );
  398. addUV( uvs[ 1 ] );
  399. addUV( uvs[ 2 ] );
  400. }
  401. function f4( a, b, c, d ) {
  402. addVertex( a );
  403. addVertex( b );
  404. addVertex( d );
  405. addVertex( b );
  406. addVertex( c );
  407. addVertex( d );
  408. var nextIndex = verticesArray.length / 3;
  409. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  410. addUV( uvs[ 0 ] );
  411. addUV( uvs[ 1 ] );
  412. addUV( uvs[ 3 ] );
  413. addUV( uvs[ 1 ] );
  414. addUV( uvs[ 2 ] );
  415. addUV( uvs[ 3 ] );
  416. }
  417. function addVertex( index ) {
  418. verticesArray.push( placeholder[ index * 3 + 0 ] );
  419. verticesArray.push( placeholder[ index * 3 + 1 ] );
  420. verticesArray.push( placeholder[ index * 3 + 2 ] );
  421. }
  422. function addUV( vector2 ) {
  423. uvArray.push( vector2.x );
  424. uvArray.push( vector2.y );
  425. }
  426. }
  427. }
  428. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  429. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  430. ExtrudeBufferGeometry.prototype.toJSON = function () {
  431. var data = BufferGeometry.prototype.toJSON.call( this );
  432. var shapes = this.parameters.shapes;
  433. var options = this.parameters.options;
  434. return toJSON( shapes, options, data );
  435. };
  436. //
  437. var WorldUVGenerator = {
  438. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  439. var a_x = vertices[ indexA * 3 ];
  440. var a_y = vertices[ indexA * 3 + 1 ];
  441. var b_x = vertices[ indexB * 3 ];
  442. var b_y = vertices[ indexB * 3 + 1 ];
  443. var c_x = vertices[ indexC * 3 ];
  444. var c_y = vertices[ indexC * 3 + 1 ];
  445. return [
  446. new Vector2( a_x, a_y ),
  447. new Vector2( b_x, b_y ),
  448. new Vector2( c_x, c_y )
  449. ];
  450. },
  451. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  452. var a_x = vertices[ indexA * 3 ];
  453. var a_y = vertices[ indexA * 3 + 1 ];
  454. var a_z = vertices[ indexA * 3 + 2 ];
  455. var b_x = vertices[ indexB * 3 ];
  456. var b_y = vertices[ indexB * 3 + 1 ];
  457. var b_z = vertices[ indexB * 3 + 2 ];
  458. var c_x = vertices[ indexC * 3 ];
  459. var c_y = vertices[ indexC * 3 + 1 ];
  460. var c_z = vertices[ indexC * 3 + 2 ];
  461. var d_x = vertices[ indexD * 3 ];
  462. var d_y = vertices[ indexD * 3 + 1 ];
  463. var d_z = vertices[ indexD * 3 + 2 ];
  464. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  465. return [
  466. new Vector2( a_x, 1 - a_z ),
  467. new Vector2( b_x, 1 - b_z ),
  468. new Vector2( c_x, 1 - c_z ),
  469. new Vector2( d_x, 1 - d_z )
  470. ];
  471. } else {
  472. return [
  473. new Vector2( a_y, 1 - a_z ),
  474. new Vector2( b_y, 1 - b_z ),
  475. new Vector2( c_y, 1 - c_z ),
  476. new Vector2( d_y, 1 - d_z )
  477. ];
  478. }
  479. }
  480. };
  481. function toJSON( shapes, options, data ) {
  482. //
  483. data.shapes = [];
  484. if ( Array.isArray( shapes ) ) {
  485. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  486. var shape = shapes[ i ];
  487. data.shapes.push( shape.uuid );
  488. }
  489. } else {
  490. data.shapes.push( shapes.uuid );
  491. }
  492. //
  493. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  494. return data;
  495. }
  496. export { ExtrudeGeometry, ExtrudeBufferGeometry };