ExtrudeGeometry.js 16 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. * amount: <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 is bevel
  15. * bevelSegments: <int>, // number of bevel layers
  16. *
  17. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18. *
  19. * UVGenerator: <Object> // object that provides UV generator functions
  20. *
  21. * }
  22. */
  23. import { Geometry } from '../core/Geometry.js';
  24. import { BufferGeometry } from '../core/BufferGeometry.js';
  25. import { Float32BufferAttribute } from '../core/BufferAttribute.js';
  26. import { Vector2 } from '../math/Vector2.js';
  27. import { Vector3 } from '../math/Vector3.js';
  28. import { ShapeUtils } from '../extras/ShapeUtils.js';
  29. // ExtrudeGeometry
  30. function ExtrudeGeometry( shapes, options ) {
  31. Geometry.call( this );
  32. this.type = 'ExtrudeGeometry';
  33. this.parameters = {
  34. shapes: shapes,
  35. options: options
  36. };
  37. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  38. this.mergeVertices();
  39. }
  40. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  41. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  42. // ExtrudeBufferGeometry
  43. function ExtrudeBufferGeometry( shapes, options ) {
  44. BufferGeometry.call( this );
  45. this.type = 'ExtrudeBufferGeometry';
  46. this.parameters = {
  47. shapes: shapes,
  48. options: options
  49. };
  50. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  51. var scope = this;
  52. var verticesArray = [];
  53. var uvArray = [];
  54. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  55. var shape = shapes[ i ];
  56. addShape( shape, options );
  57. }
  58. // build geometry
  59. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  60. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  61. this.computeVertexNormals();
  62. // functions
  63. function addShape( shape ) {
  64. var placeholder = [];
  65. // options
  66. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  67. var steps = options.steps !== undefined ? options.steps : 1;
  68. var amount = options.amount !== undefined ? options.amount : 100;
  69. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  70. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  71. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  72. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  73. var extrudePath = options.extrudePath;
  74. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  75. //
  76. var extrudePts, extrudeByPath = false;
  77. var splineTube, binormal, normal, position2;
  78. if ( extrudePath ) {
  79. extrudePts = extrudePath.getSpacedPoints( steps );
  80. extrudeByPath = true;
  81. bevelEnabled = false; // bevels not supported for path extrusion
  82. // SETUP TNB variables
  83. // TODO1 - have a .isClosed in spline?
  84. splineTube = extrudePath.computeFrenetFrames( steps, false );
  85. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  86. binormal = new Vector3();
  87. normal = new Vector3();
  88. position2 = new Vector3();
  89. }
  90. // Safeguards if bevels are not enabled
  91. if ( ! bevelEnabled ) {
  92. bevelSegments = 0;
  93. bevelThickness = 0;
  94. bevelSize = 0;
  95. }
  96. // Variables initialization
  97. var ahole, h, hl; // looping of holes
  98. var shapePoints = shape.extractPoints( curveSegments );
  99. var vertices = shapePoints.shape;
  100. var holes = shapePoints.holes;
  101. var reverse = ! ShapeUtils.isClockWise( vertices );
  102. if ( reverse ) {
  103. vertices = vertices.reverse();
  104. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  105. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  106. ahole = holes[ h ];
  107. if ( ShapeUtils.isClockWise( ahole ) ) {
  108. holes[ h ] = ahole.reverse();
  109. }
  110. }
  111. }
  112. var faces = ShapeUtils.triangulateShape( vertices, holes );
  113. /* Vertices */
  114. var contour = vertices; // vertices has all points but contour has only points of circumference
  115. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  116. ahole = holes[ h ];
  117. vertices = vertices.concat( ahole );
  118. }
  119. function scalePt2( pt, vec, size ) {
  120. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  121. return vec.clone().multiplyScalar( size ).add( pt );
  122. }
  123. var b, bs, t, z,
  124. vert, vlen = vertices.length,
  125. face, flen = faces.length;
  126. // Find directions for point movement
  127. function getBevelVec( inPt, inPrev, inNext ) {
  128. // computes for inPt the corresponding point inPt' on a new contour
  129. // shifted by 1 unit (length of normalized vector) to the left
  130. // if we walk along contour clockwise, this new contour is outside the old one
  131. //
  132. // inPt' is the intersection of the two lines parallel to the two
  133. // adjacent edges of inPt at a distance of 1 unit on the left side.
  134. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  135. // good reading for geometry algorithms (here: line-line intersection)
  136. // http://geomalgorithms.com/a05-_intersect-1.html
  137. var v_prev_x = inPt.x - inPrev.x,
  138. v_prev_y = inPt.y - inPrev.y;
  139. var v_next_x = inNext.x - inPt.x,
  140. v_next_y = inNext.y - inPt.y;
  141. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  142. // check for collinear edges
  143. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  144. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  145. // not collinear
  146. // length of vectors for normalizing
  147. var v_prev_len = Math.sqrt( v_prev_lensq );
  148. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  149. // shift adjacent points by unit vectors to the left
  150. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  151. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  152. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  153. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  154. // scaling factor for v_prev to intersection point
  155. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  156. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  157. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  158. // vector from inPt to intersection point
  159. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  160. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  161. // Don't normalize!, otherwise sharp corners become ugly
  162. // but prevent crazy spikes
  163. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  164. if ( v_trans_lensq <= 2 ) {
  165. return new Vector2( v_trans_x, v_trans_y );
  166. } else {
  167. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  168. }
  169. } else {
  170. // handle special case of collinear edges
  171. var direction_eq = false; // assumes: opposite
  172. if ( v_prev_x > Number.EPSILON ) {
  173. if ( v_next_x > Number.EPSILON ) {
  174. direction_eq = true;
  175. }
  176. } else {
  177. if ( v_prev_x < - Number.EPSILON ) {
  178. if ( v_next_x < - Number.EPSILON ) {
  179. direction_eq = true;
  180. }
  181. } else {
  182. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  183. direction_eq = true;
  184. }
  185. }
  186. }
  187. if ( direction_eq ) {
  188. // console.log("Warning: lines are a straight sequence");
  189. v_trans_x = - v_prev_y;
  190. v_trans_y = v_prev_x;
  191. shrink_by = Math.sqrt( v_prev_lensq );
  192. } else {
  193. // console.log("Warning: lines are a straight spike");
  194. v_trans_x = v_prev_x;
  195. v_trans_y = v_prev_y;
  196. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  197. }
  198. }
  199. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  200. }
  201. var contourMovements = [];
  202. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  203. if ( j === il ) j = 0;
  204. if ( k === il ) k = 0;
  205. // (j)---(i)---(k)
  206. // console.log('i,j,k', i, j , k)
  207. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  208. }
  209. var holesMovements = [],
  210. oneHoleMovements, verticesMovements = contourMovements.concat();
  211. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  212. ahole = holes[ h ];
  213. oneHoleMovements = [];
  214. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  215. if ( j === il ) j = 0;
  216. if ( k === il ) k = 0;
  217. // (j)---(i)---(k)
  218. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  219. }
  220. holesMovements.push( oneHoleMovements );
  221. verticesMovements = verticesMovements.concat( oneHoleMovements );
  222. }
  223. // Loop bevelSegments, 1 for the front, 1 for the back
  224. for ( b = 0; b < bevelSegments; b ++ ) {
  225. //for ( b = bevelSegments; b > 0; b -- ) {
  226. t = b / bevelSegments;
  227. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  228. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  229. // contract shape
  230. for ( i = 0, il = contour.length; i < il; i ++ ) {
  231. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  232. v( vert.x, vert.y, - z );
  233. }
  234. // expand holes
  235. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  236. ahole = holes[ h ];
  237. oneHoleMovements = holesMovements[ h ];
  238. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  239. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  240. v( vert.x, vert.y, - z );
  241. }
  242. }
  243. }
  244. bs = bevelSize;
  245. // Back facing vertices
  246. for ( i = 0; i < vlen; i ++ ) {
  247. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  248. if ( ! extrudeByPath ) {
  249. v( vert.x, vert.y, 0 );
  250. } else {
  251. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  252. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  253. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  254. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  255. v( position2.x, position2.y, position2.z );
  256. }
  257. }
  258. // Add stepped vertices...
  259. // Including front facing vertices
  260. var s;
  261. for ( s = 1; s <= steps; s ++ ) {
  262. for ( i = 0; i < vlen; i ++ ) {
  263. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  264. if ( ! extrudeByPath ) {
  265. v( vert.x, vert.y, amount / steps * s );
  266. } else {
  267. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  268. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  269. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  270. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  271. v( position2.x, position2.y, position2.z );
  272. }
  273. }
  274. }
  275. // Add bevel segments planes
  276. //for ( b = 1; b <= bevelSegments; b ++ ) {
  277. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  278. t = b / bevelSegments;
  279. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  280. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  281. // contract shape
  282. for ( i = 0, il = contour.length; i < il; i ++ ) {
  283. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  284. v( vert.x, vert.y, amount + z );
  285. }
  286. // expand holes
  287. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  288. ahole = holes[ h ];
  289. oneHoleMovements = holesMovements[ h ];
  290. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  291. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  292. if ( ! extrudeByPath ) {
  293. v( vert.x, vert.y, amount + z );
  294. } else {
  295. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  296. }
  297. }
  298. }
  299. }
  300. /* Faces */
  301. // Top and bottom faces
  302. buildLidFaces();
  303. // Sides faces
  304. buildSideFaces();
  305. ///// Internal functions
  306. function buildLidFaces() {
  307. var start = verticesArray.length / 3;
  308. if ( bevelEnabled ) {
  309. var layer = 0; // steps + 1
  310. var offset = vlen * layer;
  311. // Bottom faces
  312. for ( i = 0; i < flen; i ++ ) {
  313. face = faces[ i ];
  314. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  315. }
  316. layer = steps + bevelSegments * 2;
  317. offset = vlen * layer;
  318. // Top faces
  319. for ( i = 0; i < flen; i ++ ) {
  320. face = faces[ i ];
  321. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  322. }
  323. } else {
  324. // Bottom faces
  325. for ( i = 0; i < flen; i ++ ) {
  326. face = faces[ i ];
  327. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  328. }
  329. // Top faces
  330. for ( i = 0; i < flen; i ++ ) {
  331. face = faces[ i ];
  332. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  333. }
  334. }
  335. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  336. }
  337. // Create faces for the z-sides of the shape
  338. function buildSideFaces() {
  339. var start = verticesArray.length / 3;
  340. var layeroffset = 0;
  341. sidewalls( contour, layeroffset );
  342. layeroffset += contour.length;
  343. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  344. ahole = holes[ h ];
  345. sidewalls( ahole, layeroffset );
  346. //, true
  347. layeroffset += ahole.length;
  348. }
  349. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  350. }
  351. function sidewalls( contour, layeroffset ) {
  352. var j, k;
  353. i = contour.length;
  354. while ( -- i >= 0 ) {
  355. j = i;
  356. k = i - 1;
  357. if ( k < 0 ) k = contour.length - 1;
  358. //console.log('b', i,j, i-1, k,vertices.length);
  359. var s = 0,
  360. sl = steps + bevelSegments * 2;
  361. for ( s = 0; s < sl; s ++ ) {
  362. var slen1 = vlen * s;
  363. var slen2 = vlen * ( s + 1 );
  364. var a = layeroffset + j + slen1,
  365. b = layeroffset + k + slen1,
  366. c = layeroffset + k + slen2,
  367. d = layeroffset + j + slen2;
  368. f4( a, b, c, d );
  369. }
  370. }
  371. }
  372. function v( x, y, z ) {
  373. placeholder.push( x );
  374. placeholder.push( y );
  375. placeholder.push( z );
  376. }
  377. function f3( a, b, c ) {
  378. addVertex( a );
  379. addVertex( b );
  380. addVertex( c );
  381. var nextIndex = verticesArray.length / 3;
  382. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  383. addUV( uvs[ 0 ] );
  384. addUV( uvs[ 1 ] );
  385. addUV( uvs[ 2 ] );
  386. }
  387. function f4( a, b, c, d ) {
  388. addVertex( a );
  389. addVertex( b );
  390. addVertex( d );
  391. addVertex( b );
  392. addVertex( c );
  393. addVertex( d );
  394. var nextIndex = verticesArray.length / 3;
  395. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  396. addUV( uvs[ 0 ] );
  397. addUV( uvs[ 1 ] );
  398. addUV( uvs[ 3 ] );
  399. addUV( uvs[ 1 ] );
  400. addUV( uvs[ 2 ] );
  401. addUV( uvs[ 3 ] );
  402. }
  403. function addVertex( index ) {
  404. verticesArray.push( placeholder[ index * 3 + 0 ] );
  405. verticesArray.push( placeholder[ index * 3 + 1 ] );
  406. verticesArray.push( placeholder[ index * 3 + 2 ] );
  407. }
  408. function addUV( vector2 ) {
  409. uvArray.push( vector2.x );
  410. uvArray.push( vector2.y );
  411. }
  412. }
  413. }
  414. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  415. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  416. var WorldUVGenerator = {
  417. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  418. var a_x = vertices[ indexA * 3 ];
  419. var a_y = vertices[ indexA * 3 + 1 ];
  420. var b_x = vertices[ indexB * 3 ];
  421. var b_y = vertices[ indexB * 3 + 1 ];
  422. var c_x = vertices[ indexC * 3 ];
  423. var c_y = vertices[ indexC * 3 + 1 ];
  424. return [
  425. new Vector2( a_x, a_y ),
  426. new Vector2( b_x, b_y ),
  427. new Vector2( c_x, c_y )
  428. ];
  429. },
  430. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  431. var a_x = vertices[ indexA * 3 ];
  432. var a_y = vertices[ indexA * 3 + 1 ];
  433. var a_z = vertices[ indexA * 3 + 2 ];
  434. var b_x = vertices[ indexB * 3 ];
  435. var b_y = vertices[ indexB * 3 + 1 ];
  436. var b_z = vertices[ indexB * 3 + 2 ];
  437. var c_x = vertices[ indexC * 3 ];
  438. var c_y = vertices[ indexC * 3 + 1 ];
  439. var c_z = vertices[ indexC * 3 + 2 ];
  440. var d_x = vertices[ indexD * 3 ];
  441. var d_y = vertices[ indexD * 3 + 1 ];
  442. var d_z = vertices[ indexD * 3 + 2 ];
  443. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  444. return [
  445. new Vector2( a_x, 1 - a_z ),
  446. new Vector2( b_x, 1 - b_z ),
  447. new Vector2( c_x, 1 - c_z ),
  448. new Vector2( d_x, 1 - d_z )
  449. ];
  450. } else {
  451. return [
  452. new Vector2( a_y, 1 - a_z ),
  453. new Vector2( b_y, 1 - b_z ),
  454. new Vector2( c_y, 1 - c_z ),
  455. new Vector2( d_y, 1 - d_z )
  456. ];
  457. }
  458. }
  459. };
  460. export { ExtrudeGeometry, ExtrudeBufferGeometry };
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