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- /**
- * @author Mugen87 / https://github.com/Mugen87
- */
- THREE.BoxBufferGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- THREE.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;
- // these are used to calculate buffer length
- var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments );
- var indexCount = ( vertexCount / 4 ) * 6;
- // buffers
- var indices = new ( ( vertexCount ) > 65535 ? Uint32Array : Uint16Array )( indexCount );
- var vertices = new Float32Array( vertexCount * 3 );
- var normals = new Float32Array( vertexCount * 3 );
- var uvs = new Float32Array( vertexCount * 2 );
- // offset variables
- var vertexBufferOffset = 0;
- var uvBufferOffset = 0;
- var indexBufferOffset = 0;
- var numberOfVertices = 0;
- // group variables
- 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( new THREE.BufferAttribute( indices, 1 ) );
- this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
- // helper functions
- function calculateVertexCount ( w, h, d ) {
- var segments = 0;
- // calculate the amount of segments for each side
- segments += w * h * 2; // xy
- segments += w * d * 2; // xz
- segments += d * h * 2; // zy
- return segments * 4; // four vertices per segments
- }
- 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 vector = new THREE.Vector3();
- // generate vertices, normals and uvs
- for ( var iy = 0; iy < gridY1; iy ++ ) {
- var y = iy * segmentHeight - heightHalf;
- for ( var 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[ vertexBufferOffset ] = vector.x;
- vertices[ vertexBufferOffset + 1 ] = vector.y;
- vertices[ vertexBufferOffset + 2 ] = 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[ vertexBufferOffset ] = vector.x;
- normals[ vertexBufferOffset + 1 ] = vector.y;
- normals[ vertexBufferOffset + 2 ] = vector.z;
- // uvs
- uvs[ uvBufferOffset ] = ix / gridX;
- uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY );
- // update offsets and counters
- vertexBufferOffset += 3;
- uvBufferOffset += 2;
- vertexCounter += 1;
- }
- }
- // 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 ++ ) {
- // indices
- 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;
- // face one
- indices[ indexBufferOffset ] = a;
- indices[ indexBufferOffset + 1 ] = b;
- indices[ indexBufferOffset + 2 ] = d;
- // face two
- indices[ indexBufferOffset + 3 ] = b;
- indices[ indexBufferOffset + 4 ] = c;
- indices[ indexBufferOffset + 5 ] = d;
- // update offsets and counters
- indexBufferOffset += 6;
- 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;
- }
- };
- THREE.BoxBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
- THREE.BoxBufferGeometry.prototype.constructor = THREE.BoxBufferGeometry;
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