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