833 lines
17 KiB
JavaScript
833 lines
17 KiB
JavaScript
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/**
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* @author zz85 / http://www.lab4games.net/zz85/blog
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*
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* Creates extruded geometry from a path shape.
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*
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* parameters = {
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*
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* curveSegments: <int>, // number of points on the curves
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* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
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* depth: <float>, // Depth to extrude the shape
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*
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* bevelEnabled: <bool>, // turn on bevel
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* bevelThickness: <float>, // how deep into the original shape bevel goes
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* bevelSize: <float>, // how far from shape outline is bevel
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* bevelSegments: <int>, // number of bevel layers
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*
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* extrudePath: <THREE.Curve> // curve to extrude shape along
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*
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* UVGenerator: <Object> // object that provides UV generator functions
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*
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* }
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*/
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import { Geometry } from '../core/Geometry.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Vector3 } from '../math/Vector3.js';
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import { ShapeUtils } from '../extras/ShapeUtils.js';
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// ExtrudeGeometry
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function ExtrudeGeometry( shapes, options ) {
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Geometry.call( this );
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this.type = 'ExtrudeGeometry';
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this.parameters = {
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shapes: shapes,
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options: options
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};
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this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
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this.mergeVertices();
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}
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ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
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ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
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ExtrudeGeometry.prototype.toJSON = function () {
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var data = Geometry.prototype.toJSON.call( this );
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var shapes = this.parameters.shapes;
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var options = this.parameters.options;
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return toJSON( shapes, options, data );
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};
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// ExtrudeBufferGeometry
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function ExtrudeBufferGeometry( shapes, options ) {
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BufferGeometry.call( this );
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this.type = 'ExtrudeBufferGeometry';
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this.parameters = {
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shapes: shapes,
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options: options
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};
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shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
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var scope = this;
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var verticesArray = [];
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var uvArray = [];
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for ( var i = 0, l = shapes.length; i < l; i ++ ) {
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var shape = shapes[ i ];
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addShape( shape );
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}
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// build geometry
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this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
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this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
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this.computeVertexNormals();
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// functions
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function addShape( shape ) {
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var placeholder = [];
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// options
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var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
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var steps = options.steps !== undefined ? options.steps : 1;
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var depth = options.depth !== undefined ? options.depth : 100;
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var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
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var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
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var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
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var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
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var extrudePath = options.extrudePath;
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var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
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// deprecated options
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if ( options.amount !== undefined ) {
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console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
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depth = options.amount;
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}
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//
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var extrudePts, extrudeByPath = false;
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var splineTube, binormal, normal, position2;
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if ( extrudePath ) {
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extrudePts = extrudePath.getSpacedPoints( steps );
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extrudeByPath = true;
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bevelEnabled = false; // bevels not supported for path extrusion
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// SETUP TNB variables
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// TODO1 - have a .isClosed in spline?
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splineTube = extrudePath.computeFrenetFrames( steps, false );
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// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
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binormal = new Vector3();
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normal = new Vector3();
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position2 = new Vector3();
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}
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// Safeguards if bevels are not enabled
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if ( ! bevelEnabled ) {
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bevelSegments = 0;
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bevelThickness = 0;
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bevelSize = 0;
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}
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// Variables initialization
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var ahole, h, hl; // looping of holes
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var shapePoints = shape.extractPoints( curveSegments );
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var vertices = shapePoints.shape;
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var holes = shapePoints.holes;
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var reverse = ! ShapeUtils.isClockWise( vertices );
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if ( reverse ) {
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vertices = vertices.reverse();
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// Maybe we should also check if holes are in the opposite direction, just to be safe ...
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for ( h = 0, hl = holes.length; h < hl; h ++ ) {
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ahole = holes[ h ];
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if ( ShapeUtils.isClockWise( ahole ) ) {
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holes[ h ] = ahole.reverse();
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}
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}
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}
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var faces = ShapeUtils.triangulateShape( vertices, holes );
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/* Vertices */
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var contour = vertices; // vertices has all points but contour has only points of circumference
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for ( h = 0, hl = holes.length; h < hl; h ++ ) {
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ahole = holes[ h ];
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vertices = vertices.concat( ahole );
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}
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function scalePt2( pt, vec, size ) {
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if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
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return vec.clone().multiplyScalar( size ).add( pt );
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}
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var b, bs, t, z,
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vert, vlen = vertices.length,
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face, flen = faces.length;
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// Find directions for point movement
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function getBevelVec( inPt, inPrev, inNext ) {
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// computes for inPt the corresponding point inPt' on a new contour
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// shifted by 1 unit (length of normalized vector) to the left
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// if we walk along contour clockwise, this new contour is outside the old one
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//
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// inPt' is the intersection of the two lines parallel to the two
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// adjacent edges of inPt at a distance of 1 unit on the left side.
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var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
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// good reading for geometry algorithms (here: line-line intersection)
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// http://geomalgorithms.com/a05-_intersect-1.html
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var v_prev_x = inPt.x - inPrev.x,
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v_prev_y = inPt.y - inPrev.y;
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var v_next_x = inNext.x - inPt.x,
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v_next_y = inNext.y - inPt.y;
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var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
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// check for collinear edges
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var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
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if ( Math.abs( collinear0 ) > Number.EPSILON ) {
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// not collinear
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// length of vectors for normalizing
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var v_prev_len = Math.sqrt( v_prev_lensq );
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var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
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// shift adjacent points by unit vectors to the left
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var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
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var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
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var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
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var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
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// scaling factor for v_prev to intersection point
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var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
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( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
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( v_prev_x * v_next_y - v_prev_y * v_next_x );
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// vector from inPt to intersection point
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v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
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v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
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// Don't normalize!, otherwise sharp corners become ugly
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// but prevent crazy spikes
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var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
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if ( v_trans_lensq <= 2 ) {
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return new Vector2( v_trans_x, v_trans_y );
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} else {
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shrink_by = Math.sqrt( v_trans_lensq / 2 );
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}
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} else {
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// handle special case of collinear edges
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var direction_eq = false; // assumes: opposite
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if ( v_prev_x > Number.EPSILON ) {
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if ( v_next_x > Number.EPSILON ) {
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direction_eq = true;
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}
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} else {
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if ( v_prev_x < - Number.EPSILON ) {
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if ( v_next_x < - Number.EPSILON ) {
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direction_eq = true;
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}
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} else {
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if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
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direction_eq = true;
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}
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}
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}
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if ( direction_eq ) {
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// console.log("Warning: lines are a straight sequence");
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v_trans_x = - v_prev_y;
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v_trans_y = v_prev_x;
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shrink_by = Math.sqrt( v_prev_lensq );
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} else {
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// console.log("Warning: lines are a straight spike");
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v_trans_x = v_prev_x;
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v_trans_y = v_prev_y;
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shrink_by = Math.sqrt( v_prev_lensq / 2 );
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}
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}
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return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
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}
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var contourMovements = [];
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for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
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if ( j === il ) j = 0;
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if ( k === il ) k = 0;
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// (j)---(i)---(k)
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// console.log('i,j,k', i, j , k)
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contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
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}
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var holesMovements = [],
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oneHoleMovements, verticesMovements = contourMovements.concat();
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for ( h = 0, hl = holes.length; h < hl; h ++ ) {
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ahole = holes[ h ];
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oneHoleMovements = [];
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for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
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if ( j === il ) j = 0;
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if ( k === il ) k = 0;
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// (j)---(i)---(k)
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oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
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}
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holesMovements.push( oneHoleMovements );
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verticesMovements = verticesMovements.concat( oneHoleMovements );
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}
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// Loop bevelSegments, 1 for the front, 1 for the back
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for ( b = 0; b < bevelSegments; b ++ ) {
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//for ( b = bevelSegments; b > 0; b -- ) {
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t = b / bevelSegments;
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z = bevelThickness * Math.cos( t * Math.PI / 2 );
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bs = bevelSize * Math.sin( t * Math.PI / 2 );
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// contract shape
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for ( i = 0, il = contour.length; i < il; i ++ ) {
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vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
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v( vert.x, vert.y, - z );
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}
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// expand holes
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for ( h = 0, hl = holes.length; h < hl; h ++ ) {
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ahole = holes[ h ];
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oneHoleMovements = holesMovements[ h ];
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for ( i = 0, il = ahole.length; i < il; i ++ ) {
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vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
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v( vert.x, vert.y, - z );
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}
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}
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}
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bs = bevelSize;
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// Back facing vertices
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for ( i = 0; i < vlen; i ++ ) {
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vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
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if ( ! extrudeByPath ) {
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v( vert.x, vert.y, 0 );
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} else {
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// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
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normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
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binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
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position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
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v( position2.x, position2.y, position2.z );
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}
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}
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// Add stepped vertices...
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// Including front facing vertices
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var s;
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for ( s = 1; s <= steps; s ++ ) {
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for ( i = 0; i < vlen; i ++ ) {
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vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
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if ( ! extrudeByPath ) {
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v( vert.x, vert.y, depth / steps * s );
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} else {
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// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
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normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
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binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
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position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
|
||
|
|
||
|
v( position2.x, position2.y, position2.z );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// Add bevel segments planes
|
||
|
|
||
|
//for ( b = 1; b <= bevelSegments; b ++ ) {
|
||
|
for ( b = bevelSegments - 1; b >= 0; b -- ) {
|
||
|
|
||
|
t = b / bevelSegments;
|
||
|
z = bevelThickness * Math.cos( t * Math.PI / 2 );
|
||
|
bs = bevelSize * Math.sin( t * Math.PI / 2 );
|
||
|
|
||
|
// contract shape
|
||
|
|
||
|
for ( i = 0, il = contour.length; i < il; i ++ ) {
|
||
|
|
||
|
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
||
|
v( vert.x, vert.y, depth + z );
|
||
|
|
||
|
}
|
||
|
|
||
|
// expand holes
|
||
|
|
||
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
|
||
|
ahole = holes[ h ];
|
||
|
oneHoleMovements = holesMovements[ h ];
|
||
|
|
||
|
for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
||
|
|
||
|
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
||
|
|
||
|
if ( ! extrudeByPath ) {
|
||
|
|
||
|
v( vert.x, vert.y, depth + z );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/* Faces */
|
||
|
|
||
|
// Top and bottom faces
|
||
|
|
||
|
buildLidFaces();
|
||
|
|
||
|
// Sides faces
|
||
|
|
||
|
buildSideFaces();
|
||
|
|
||
|
|
||
|
///// Internal functions
|
||
|
|
||
|
function buildLidFaces() {
|
||
|
|
||
|
var start = verticesArray.length / 3;
|
||
|
|
||
|
if ( bevelEnabled ) {
|
||
|
|
||
|
var layer = 0; // steps + 1
|
||
|
var offset = vlen * layer;
|
||
|
|
||
|
// Bottom faces
|
||
|
|
||
|
for ( i = 0; i < flen; i ++ ) {
|
||
|
|
||
|
face = faces[ i ];
|
||
|
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
|
||
|
|
||
|
}
|
||
|
|
||
|
layer = steps + bevelSegments * 2;
|
||
|
offset = vlen * layer;
|
||
|
|
||
|
// Top faces
|
||
|
|
||
|
for ( i = 0; i < flen; i ++ ) {
|
||
|
|
||
|
face = faces[ i ];
|
||
|
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// Bottom faces
|
||
|
|
||
|
for ( i = 0; i < flen; i ++ ) {
|
||
|
|
||
|
face = faces[ i ];
|
||
|
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Top faces
|
||
|
|
||
|
for ( i = 0; i < flen; i ++ ) {
|
||
|
|
||
|
face = faces[ i ];
|
||
|
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
// Create faces for the z-sides of the shape
|
||
|
|
||
|
function buildSideFaces() {
|
||
|
|
||
|
var start = verticesArray.length / 3;
|
||
|
var layeroffset = 0;
|
||
|
sidewalls( contour, layeroffset );
|
||
|
layeroffset += contour.length;
|
||
|
|
||
|
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
||
|
|
||
|
ahole = holes[ h ];
|
||
|
sidewalls( ahole, layeroffset );
|
||
|
|
||
|
//, true
|
||
|
layeroffset += ahole.length;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function sidewalls( contour, layeroffset ) {
|
||
|
|
||
|
var j, k;
|
||
|
i = contour.length;
|
||
|
|
||
|
while ( -- i >= 0 ) {
|
||
|
|
||
|
j = i;
|
||
|
k = i - 1;
|
||
|
if ( k < 0 ) k = contour.length - 1;
|
||
|
|
||
|
//console.log('b', i,j, i-1, k,vertices.length);
|
||
|
|
||
|
var s = 0,
|
||
|
sl = steps + bevelSegments * 2;
|
||
|
|
||
|
for ( s = 0; s < sl; s ++ ) {
|
||
|
|
||
|
var slen1 = vlen * s;
|
||
|
var slen2 = vlen * ( s + 1 );
|
||
|
|
||
|
var a = layeroffset + j + slen1,
|
||
|
b = layeroffset + k + slen1,
|
||
|
c = layeroffset + k + slen2,
|
||
|
d = layeroffset + j + slen2;
|
||
|
|
||
|
f4( a, b, c, d );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function v( x, y, z ) {
|
||
|
|
||
|
placeholder.push( x );
|
||
|
placeholder.push( y );
|
||
|
placeholder.push( z );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
function f3( a, b, c ) {
|
||
|
|
||
|
addVertex( a );
|
||
|
addVertex( b );
|
||
|
addVertex( c );
|
||
|
|
||
|
var nextIndex = verticesArray.length / 3;
|
||
|
var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
||
|
|
||
|
addUV( uvs[ 0 ] );
|
||
|
addUV( uvs[ 1 ] );
|
||
|
addUV( uvs[ 2 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
function f4( a, b, c, d ) {
|
||
|
|
||
|
addVertex( a );
|
||
|
addVertex( b );
|
||
|
addVertex( d );
|
||
|
|
||
|
addVertex( b );
|
||
|
addVertex( c );
|
||
|
addVertex( d );
|
||
|
|
||
|
|
||
|
var nextIndex = verticesArray.length / 3;
|
||
|
var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
|
||
|
|
||
|
addUV( uvs[ 0 ] );
|
||
|
addUV( uvs[ 1 ] );
|
||
|
addUV( uvs[ 3 ] );
|
||
|
|
||
|
addUV( uvs[ 1 ] );
|
||
|
addUV( uvs[ 2 ] );
|
||
|
addUV( uvs[ 3 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
function addVertex( index ) {
|
||
|
|
||
|
verticesArray.push( placeholder[ index * 3 + 0 ] );
|
||
|
verticesArray.push( placeholder[ index * 3 + 1 ] );
|
||
|
verticesArray.push( placeholder[ index * 3 + 2 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
function addUV( vector2 ) {
|
||
|
|
||
|
uvArray.push( vector2.x );
|
||
|
uvArray.push( vector2.y );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
|
||
|
ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
|
||
|
|
||
|
ExtrudeBufferGeometry.prototype.toJSON = function () {
|
||
|
|
||
|
var data = BufferGeometry.prototype.toJSON.call( this );
|
||
|
|
||
|
var shapes = this.parameters.shapes;
|
||
|
var options = this.parameters.options;
|
||
|
|
||
|
return toJSON( shapes, options, data );
|
||
|
|
||
|
};
|
||
|
|
||
|
//
|
||
|
|
||
|
var WorldUVGenerator = {
|
||
|
|
||
|
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
|
||
|
|
||
|
var a_x = vertices[ indexA * 3 ];
|
||
|
var a_y = vertices[ indexA * 3 + 1 ];
|
||
|
var b_x = vertices[ indexB * 3 ];
|
||
|
var b_y = vertices[ indexB * 3 + 1 ];
|
||
|
var c_x = vertices[ indexC * 3 ];
|
||
|
var c_y = vertices[ indexC * 3 + 1 ];
|
||
|
|
||
|
return [
|
||
|
new Vector2( a_x, a_y ),
|
||
|
new Vector2( b_x, b_y ),
|
||
|
new Vector2( c_x, c_y )
|
||
|
];
|
||
|
|
||
|
},
|
||
|
|
||
|
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
|
||
|
|
||
|
var a_x = vertices[ indexA * 3 ];
|
||
|
var a_y = vertices[ indexA * 3 + 1 ];
|
||
|
var a_z = vertices[ indexA * 3 + 2 ];
|
||
|
var b_x = vertices[ indexB * 3 ];
|
||
|
var b_y = vertices[ indexB * 3 + 1 ];
|
||
|
var b_z = vertices[ indexB * 3 + 2 ];
|
||
|
var c_x = vertices[ indexC * 3 ];
|
||
|
var c_y = vertices[ indexC * 3 + 1 ];
|
||
|
var c_z = vertices[ indexC * 3 + 2 ];
|
||
|
var d_x = vertices[ indexD * 3 ];
|
||
|
var d_y = vertices[ indexD * 3 + 1 ];
|
||
|
var d_z = vertices[ indexD * 3 + 2 ];
|
||
|
|
||
|
if ( Math.abs( a_y - b_y ) < 0.01 ) {
|
||
|
|
||
|
return [
|
||
|
new Vector2( a_x, 1 - a_z ),
|
||
|
new Vector2( b_x, 1 - b_z ),
|
||
|
new Vector2( c_x, 1 - c_z ),
|
||
|
new Vector2( d_x, 1 - d_z )
|
||
|
];
|
||
|
|
||
|
} else {
|
||
|
|
||
|
return [
|
||
|
new Vector2( a_y, 1 - a_z ),
|
||
|
new Vector2( b_y, 1 - b_z ),
|
||
|
new Vector2( c_y, 1 - c_z ),
|
||
|
new Vector2( d_y, 1 - d_z )
|
||
|
];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
};
|
||
|
|
||
|
function toJSON( shapes, options, data ) {
|
||
|
|
||
|
//
|
||
|
|
||
|
data.shapes = [];
|
||
|
|
||
|
if ( Array.isArray( shapes ) ) {
|
||
|
|
||
|
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
|
||
|
|
||
|
var shape = shapes[ i ];
|
||
|
|
||
|
data.shapes.push( shape.uuid );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
data.shapes.push( shapes.uuid );
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
|
||
|
|
||
|
return data;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
export { ExtrudeGeometry, ExtrudeBufferGeometry };
|