ExtrudeGeometry.js 17 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. * depth: <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. ExtrudeGeometry.prototype.toJSON = function () {
  43. var data = Geometry.prototype.toJSON.call( this );
  44. var shapes = this.parameters.shapes;
  45. var options = this.parameters.options;
  46. return toJSON( shapes, options, data );
  47. };
  48. // ExtrudeBufferGeometry
  49. function ExtrudeBufferGeometry( shapes, options ) {
  50. BufferGeometry.call( this );
  51. this.type = 'ExtrudeBufferGeometry';
  52. this.parameters = {
  53. shapes: shapes,
  54. options: options
  55. };
  56. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  57. var scope = this;
  58. var verticesArray = [];
  59. var uvArray = [];
  60. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  61. var shape = shapes[ i ];
  62. addShape( shape );
  63. }
  64. // build geometry
  65. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  66. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  67. this.computeVertexNormals();
  68. // functions
  69. function addShape( shape ) {
  70. var placeholder = [];
  71. // options
  72. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  73. var steps = options.steps !== undefined ? options.steps : 1;
  74. var depth = options.depth !== undefined ? options.depth : 100;
  75. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  76. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  77. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  78. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  79. var extrudePath = options.extrudePath;
  80. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  81. // deprecated options
  82. if ( options.amount !== undefined ) {
  83. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  84. depth = options.amount;
  85. }
  86. //
  87. var extrudePts, extrudeByPath = false;
  88. var splineTube, binormal, normal, position2;
  89. if ( extrudePath ) {
  90. extrudePts = extrudePath.getSpacedPoints( steps );
  91. extrudeByPath = true;
  92. bevelEnabled = false; // bevels not supported for path extrusion
  93. // SETUP TNB variables
  94. // TODO1 - have a .isClosed in spline?
  95. splineTube = extrudePath.computeFrenetFrames( steps, false );
  96. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  97. binormal = new Vector3();
  98. normal = new Vector3();
  99. position2 = new Vector3();
  100. }
  101. // Safeguards if bevels are not enabled
  102. if ( ! bevelEnabled ) {
  103. bevelSegments = 0;
  104. bevelThickness = 0;
  105. bevelSize = 0;
  106. }
  107. // Variables initialization
  108. var ahole, h, hl; // looping of holes
  109. var shapePoints = shape.extractPoints( curveSegments );
  110. var vertices = shapePoints.shape;
  111. var holes = shapePoints.holes;
  112. var reverse = ! ShapeUtils.isClockWise( vertices );
  113. if ( reverse ) {
  114. vertices = vertices.reverse();
  115. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  116. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  117. ahole = holes[ h ];
  118. if ( ShapeUtils.isClockWise( ahole ) ) {
  119. holes[ h ] = ahole.reverse();
  120. }
  121. }
  122. }
  123. var faces = ShapeUtils.triangulateShape( vertices, holes );
  124. /* Vertices */
  125. var contour = vertices; // vertices has all points but contour has only points of circumference
  126. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  127. ahole = holes[ h ];
  128. vertices = vertices.concat( ahole );
  129. }
  130. function scalePt2( pt, vec, size ) {
  131. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  132. return vec.clone().multiplyScalar( size ).add( pt );
  133. }
  134. var b, bs, t, z,
  135. vert, vlen = vertices.length,
  136. face, flen = faces.length;
  137. // Find directions for point movement
  138. function getBevelVec( inPt, inPrev, inNext ) {
  139. // computes for inPt the corresponding point inPt' on a new contour
  140. // shifted by 1 unit (length of normalized vector) to the left
  141. // if we walk along contour clockwise, this new contour is outside the old one
  142. //
  143. // inPt' is the intersection of the two lines parallel to the two
  144. // adjacent edges of inPt at a distance of 1 unit on the left side.
  145. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  146. // good reading for geometry algorithms (here: line-line intersection)
  147. // http://geomalgorithms.com/a05-_intersect-1.html
  148. var v_prev_x = inPt.x - inPrev.x,
  149. v_prev_y = inPt.y - inPrev.y;
  150. var v_next_x = inNext.x - inPt.x,
  151. v_next_y = inNext.y - inPt.y;
  152. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  153. // check for collinear edges
  154. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  155. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  156. // not collinear
  157. // length of vectors for normalizing
  158. var v_prev_len = Math.sqrt( v_prev_lensq );
  159. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  160. // shift adjacent points by unit vectors to the left
  161. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  162. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  163. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  164. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  165. // scaling factor for v_prev to intersection point
  166. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  167. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  168. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  169. // vector from inPt to intersection point
  170. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  171. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  172. // Don't normalize!, otherwise sharp corners become ugly
  173. // but prevent crazy spikes
  174. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  175. if ( v_trans_lensq <= 2 ) {
  176. return new Vector2( v_trans_x, v_trans_y );
  177. } else {
  178. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  179. }
  180. } else {
  181. // handle special case of collinear edges
  182. var direction_eq = false; // assumes: opposite
  183. if ( v_prev_x > Number.EPSILON ) {
  184. if ( v_next_x > Number.EPSILON ) {
  185. direction_eq = true;
  186. }
  187. } else {
  188. if ( v_prev_x < - Number.EPSILON ) {
  189. if ( v_next_x < - Number.EPSILON ) {
  190. direction_eq = true;
  191. }
  192. } else {
  193. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  194. direction_eq = true;
  195. }
  196. }
  197. }
  198. if ( direction_eq ) {
  199. // console.log("Warning: lines are a straight sequence");
  200. v_trans_x = - v_prev_y;
  201. v_trans_y = v_prev_x;
  202. shrink_by = Math.sqrt( v_prev_lensq );
  203. } else {
  204. // console.log("Warning: lines are a straight spike");
  205. v_trans_x = v_prev_x;
  206. v_trans_y = v_prev_y;
  207. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  208. }
  209. }
  210. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  211. }
  212. var contourMovements = [];
  213. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  214. if ( j === il ) j = 0;
  215. if ( k === il ) k = 0;
  216. // (j)---(i)---(k)
  217. // console.log('i,j,k', i, j , k)
  218. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  219. }
  220. var holesMovements = [],
  221. oneHoleMovements, verticesMovements = contourMovements.concat();
  222. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  223. ahole = holes[ h ];
  224. oneHoleMovements = [];
  225. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  226. if ( j === il ) j = 0;
  227. if ( k === il ) k = 0;
  228. // (j)---(i)---(k)
  229. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  230. }
  231. holesMovements.push( oneHoleMovements );
  232. verticesMovements = verticesMovements.concat( oneHoleMovements );
  233. }
  234. // Loop bevelSegments, 1 for the front, 1 for the back
  235. for ( b = 0; b < bevelSegments; b ++ ) {
  236. //for ( b = bevelSegments; b > 0; b -- ) {
  237. t = b / bevelSegments;
  238. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  239. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  240. // contract shape
  241. for ( i = 0, il = contour.length; i < il; i ++ ) {
  242. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  243. v( vert.x, vert.y, - z );
  244. }
  245. // expand holes
  246. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  247. ahole = holes[ h ];
  248. oneHoleMovements = holesMovements[ h ];
  249. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  250. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  251. v( vert.x, vert.y, - z );
  252. }
  253. }
  254. }
  255. bs = bevelSize;
  256. // Back facing vertices
  257. for ( i = 0; i < vlen; i ++ ) {
  258. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  259. if ( ! extrudeByPath ) {
  260. v( vert.x, vert.y, 0 );
  261. } else {
  262. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  263. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  264. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  265. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  266. v( position2.x, position2.y, position2.z );
  267. }
  268. }
  269. // Add stepped vertices...
  270. // Including front facing vertices
  271. var s;
  272. for ( s = 1; s <= steps; s ++ ) {
  273. for ( i = 0; i < vlen; i ++ ) {
  274. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  275. if ( ! extrudeByPath ) {
  276. v( vert.x, vert.y, depth / steps * s );
  277. } else {
  278. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  279. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  280. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  281. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  282. v( position2.x, position2.y, position2.z );
  283. }
  284. }
  285. }
  286. // Add bevel segments planes
  287. //for ( b = 1; b <= bevelSegments; b ++ ) {
  288. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  289. t = b / bevelSegments;
  290. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  291. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  292. // contract shape
  293. for ( i = 0, il = contour.length; i < il; i ++ ) {
  294. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  295. v( vert.x, vert.y, depth + z );
  296. }
  297. // expand holes
  298. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  299. ahole = holes[ h ];
  300. oneHoleMovements = holesMovements[ h ];
  301. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  302. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  303. if ( ! extrudeByPath ) {
  304. v( vert.x, vert.y, depth + z );
  305. } else {
  306. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  307. }
  308. }
  309. }
  310. }
  311. /* Faces */
  312. // Top and bottom faces
  313. buildLidFaces();
  314. // Sides faces
  315. buildSideFaces();
  316. ///// Internal functions
  317. function buildLidFaces() {
  318. var start = verticesArray.length / 3;
  319. if ( bevelEnabled ) {
  320. var layer = 0; // steps + 1
  321. var offset = vlen * layer;
  322. // Bottom faces
  323. for ( i = 0; i < flen; i ++ ) {
  324. face = faces[ i ];
  325. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  326. }
  327. layer = steps + bevelSegments * 2;
  328. offset = vlen * layer;
  329. // Top faces
  330. for ( i = 0; i < flen; i ++ ) {
  331. face = faces[ i ];
  332. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  333. }
  334. } else {
  335. // Bottom faces
  336. for ( i = 0; i < flen; i ++ ) {
  337. face = faces[ i ];
  338. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  339. }
  340. // Top faces
  341. for ( i = 0; i < flen; i ++ ) {
  342. face = faces[ i ];
  343. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  344. }
  345. }
  346. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  347. }
  348. // Create faces for the z-sides of the shape
  349. function buildSideFaces() {
  350. var start = verticesArray.length / 3;
  351. var layeroffset = 0;
  352. sidewalls( contour, layeroffset );
  353. layeroffset += contour.length;
  354. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  355. ahole = holes[ h ];
  356. sidewalls( ahole, layeroffset );
  357. //, true
  358. layeroffset += ahole.length;
  359. }
  360. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  361. }
  362. function sidewalls( contour, layeroffset ) {
  363. var j, k;
  364. i = contour.length;
  365. while ( -- i >= 0 ) {
  366. j = i;
  367. k = i - 1;
  368. if ( k < 0 ) k = contour.length - 1;
  369. //console.log('b', i,j, i-1, k,vertices.length);
  370. var s = 0,
  371. sl = steps + bevelSegments * 2;
  372. for ( s = 0; s < sl; s ++ ) {
  373. var slen1 = vlen * s;
  374. var slen2 = vlen * ( s + 1 );
  375. var a = layeroffset + j + slen1,
  376. b = layeroffset + k + slen1,
  377. c = layeroffset + k + slen2,
  378. d = layeroffset + j + slen2;
  379. f4( a, b, c, d );
  380. }
  381. }
  382. }
  383. function v( x, y, z ) {
  384. placeholder.push( x );
  385. placeholder.push( y );
  386. placeholder.push( z );
  387. }
  388. function f3( a, b, c ) {
  389. addVertex( a );
  390. addVertex( b );
  391. addVertex( c );
  392. var nextIndex = verticesArray.length / 3;
  393. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  394. addUV( uvs[ 0 ] );
  395. addUV( uvs[ 1 ] );
  396. addUV( uvs[ 2 ] );
  397. }
  398. function f4( a, b, c, d ) {
  399. addVertex( a );
  400. addVertex( b );
  401. addVertex( d );
  402. addVertex( b );
  403. addVertex( c );
  404. addVertex( d );
  405. var nextIndex = verticesArray.length / 3;
  406. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  407. addUV( uvs[ 0 ] );
  408. addUV( uvs[ 1 ] );
  409. addUV( uvs[ 3 ] );
  410. addUV( uvs[ 1 ] );
  411. addUV( uvs[ 2 ] );
  412. addUV( uvs[ 3 ] );
  413. }
  414. function addVertex( index ) {
  415. verticesArray.push( placeholder[ index * 3 + 0 ] );
  416. verticesArray.push( placeholder[ index * 3 + 1 ] );
  417. verticesArray.push( placeholder[ index * 3 + 2 ] );
  418. }
  419. function addUV( vector2 ) {
  420. uvArray.push( vector2.x );
  421. uvArray.push( vector2.y );
  422. }
  423. }
  424. }
  425. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  426. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  427. ExtrudeBufferGeometry.prototype.toJSON = function () {
  428. var data = BufferGeometry.prototype.toJSON.call( this );
  429. var shapes = this.parameters.shapes;
  430. var options = this.parameters.options;
  431. return toJSON( shapes, options, data );
  432. };
  433. //
  434. var WorldUVGenerator = {
  435. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  436. var a_x = vertices[ indexA * 3 ];
  437. var a_y = vertices[ indexA * 3 + 1 ];
  438. var b_x = vertices[ indexB * 3 ];
  439. var b_y = vertices[ indexB * 3 + 1 ];
  440. var c_x = vertices[ indexC * 3 ];
  441. var c_y = vertices[ indexC * 3 + 1 ];
  442. return [
  443. new Vector2( a_x, a_y ),
  444. new Vector2( b_x, b_y ),
  445. new Vector2( c_x, c_y )
  446. ];
  447. },
  448. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  449. var a_x = vertices[ indexA * 3 ];
  450. var a_y = vertices[ indexA * 3 + 1 ];
  451. var a_z = vertices[ indexA * 3 + 2 ];
  452. var b_x = vertices[ indexB * 3 ];
  453. var b_y = vertices[ indexB * 3 + 1 ];
  454. var b_z = vertices[ indexB * 3 + 2 ];
  455. var c_x = vertices[ indexC * 3 ];
  456. var c_y = vertices[ indexC * 3 + 1 ];
  457. var c_z = vertices[ indexC * 3 + 2 ];
  458. var d_x = vertices[ indexD * 3 ];
  459. var d_y = vertices[ indexD * 3 + 1 ];
  460. var d_z = vertices[ indexD * 3 + 2 ];
  461. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  462. return [
  463. new Vector2( a_x, 1 - a_z ),
  464. new Vector2( b_x, 1 - b_z ),
  465. new Vector2( c_x, 1 - c_z ),
  466. new Vector2( d_x, 1 - d_z )
  467. ];
  468. } else {
  469. return [
  470. new Vector2( a_y, 1 - a_z ),
  471. new Vector2( b_y, 1 - b_z ),
  472. new Vector2( c_y, 1 - c_z ),
  473. new Vector2( d_y, 1 - d_z )
  474. ];
  475. }
  476. }
  477. };
  478. function toJSON( shapes, options, data ) {
  479. //
  480. data.shapes = [];
  481. if ( Array.isArray( shapes ) ) {
  482. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  483. var shape = shapes[ i ];
  484. data.shapes.push( shape.uuid );
  485. }
  486. } else {
  487. data.shapes.push( shapes.uuid );
  488. }
  489. //
  490. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  491. return data;
  492. }
  493. export { ExtrudeGeometry, ExtrudeBufferGeometry };
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