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155 lines
4.5 KiB
155 lines
4.5 KiB
import {
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BoxGeometry,
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Vector3
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} from '../../../build/three.module.js';
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const _tempNormal = new Vector3();
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function getUv( faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength ) {
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const totArcLength = 2 * Math.PI * radius / 4;
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// length of the planes between the arcs on each axis
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const centerLength = Math.max( sideLength - 2 * radius, 0 );
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const halfArc = Math.PI / 4;
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// Get the vector projected onto the Y plane
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_tempNormal.copy( normal );
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_tempNormal[ projectionAxis ] = 0;
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_tempNormal.normalize();
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// total amount of UV space alloted to a single arc
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const arcUvRatio = 0.5 * totArcLength / ( totArcLength + centerLength );
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// the distance along one arc the point is at
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const arcAngleRatio = 1.0 - ( _tempNormal.angleTo( faceDirVector ) / halfArc );
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if ( Math.sign( _tempNormal[ uvAxis ] ) === 1 ) {
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return arcAngleRatio * arcUvRatio;
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} else {
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// total amount of UV space alloted to the plane between the arcs
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const lenUv = centerLength / ( totArcLength + centerLength );
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return lenUv + arcUvRatio + arcUvRatio * ( 1.0 - arcAngleRatio );
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}
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}
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class RoundedBoxGeometry extends BoxGeometry {
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constructor( width = 1, height = 1, depth = 1, segments = 2, radius = 0.1 ) {
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// ensure segments is odd so we have a plane connecting the rounded corners
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segments = segments * 2 + 1;
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// ensure radius isn't bigger than shortest side
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radius = Math.min( width / 2, height / 2, depth / 2, radius );
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super( 1, 1, 1, segments, segments, segments );
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// if we just have one segment we're the same as a regular box
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if ( segments === 1 ) return;
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const geometry2 = this.toNonIndexed();
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this.index = null;
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this.attributes.position = geometry2.attributes.position;
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this.attributes.normal = geometry2.attributes.normal;
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this.attributes.uv = geometry2.attributes.uv;
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//
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const position = new Vector3();
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const normal = new Vector3();
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const box = new Vector3( width, height, depth ).divideScalar( 2 ).subScalar( radius );
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const positions = this.attributes.position.array;
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const normals = this.attributes.normal.array;
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const uvs = this.attributes.uv.array;
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const faceTris = positions.length / 6;
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const faceDirVector = new Vector3();
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const halfSegmentSize = 0.5 / segments;
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for ( let i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
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position.fromArray( positions, i );
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normal.copy( position );
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normal.x -= Math.sign( normal.x ) * halfSegmentSize;
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normal.y -= Math.sign( normal.y ) * halfSegmentSize;
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normal.z -= Math.sign( normal.z ) * halfSegmentSize;
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normal.normalize();
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positions[ i + 0 ] = box.x * Math.sign( position.x ) + normal.x * radius;
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positions[ i + 1 ] = box.y * Math.sign( position.y ) + normal.y * radius;
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positions[ i + 2 ] = box.z * Math.sign( position.z ) + normal.z * radius;
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normals[ i + 0 ] = normal.x;
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normals[ i + 1 ] = normal.y;
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normals[ i + 2 ] = normal.z;
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const side = Math.floor( i / faceTris );
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switch ( side ) {
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case 0: // right
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// generate UVs along Z then Y
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faceDirVector.set( 1, 0, 0 );
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uvs[ j + 0 ] = getUv( faceDirVector, normal, 'z', 'y', radius, depth );
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uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );
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break;
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case 1: // left
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// generate UVs along Z then Y
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faceDirVector.set( - 1, 0, 0 );
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uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'y', radius, depth );
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uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );
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break;
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case 2: // top
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// generate UVs along X then Z
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faceDirVector.set( 0, 1, 0 );
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uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );
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uvs[ j + 1 ] = getUv( faceDirVector, normal, 'z', 'x', radius, depth );
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break;
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case 3: // bottom
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// generate UVs along X then Z
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faceDirVector.set( 0, - 1, 0 );
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uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );
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uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'x', radius, depth );
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break;
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case 4: // front
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// generate UVs along X then Y
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faceDirVector.set( 0, 0, 1 );
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uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'y', radius, width );
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uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );
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break;
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case 5: // back
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// generate UVs along X then Y
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faceDirVector.set( 0, 0, - 1 );
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uvs[ j + 0 ] = getUv( faceDirVector, normal, 'x', 'y', radius, width );
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uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );
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break;
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}
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}
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}
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}
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export { RoundedBoxGeometry };
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