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- import { BufferGeometry } from '../core/BufferGeometry.js';
- import { Float32BufferAttribute } from '../core/BufferAttribute.js';
- import { Vector3 } from '../math/Vector3.js';
- /**
- * A geometry class for a rectangular cuboid with a given width, height, and depth.
- * On creation, the cuboid is centred on the origin, with each edge parallel to one
- * of the axes.
- *
- * ```js
- * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- * const cube = new THREE.Mesh( geometry, material );
- * scene.add( cube );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#BoxGeometry
- */
- class BoxGeometry extends BufferGeometry {
- /**
- * Constructs a new box geometry.
- *
- * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
- * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
- * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
- * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
- * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
- * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
- */
- constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
- super();
- this.type = 'BoxGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- const scope = this;
- // segments
- widthSegments = Math.floor( widthSegments );
- heightSegments = Math.floor( heightSegments );
- depthSegments = Math.floor( depthSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let numberOfVertices = 0;
- let groupStart = 0;
- // build each side of the box geometry
- buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
- buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
- buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
- buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
- buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
- buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
- const segmentWidth = width / gridX;
- const segmentHeight = height / gridY;
- const widthHalf = width / 2;
- const heightHalf = height / 2;
- const depthHalf = depth / 2;
- const gridX1 = gridX + 1;
- const gridY1 = gridY + 1;
- let vertexCounter = 0;
- let groupCount = 0;
- const vector = new Vector3();
- // generate vertices, normals and uvs
- for ( let iy = 0; iy < gridY1; iy ++ ) {
- const y = iy * segmentHeight - heightHalf;
- for ( let ix = 0; ix < gridX1; ix ++ ) {
- const x = ix * segmentWidth - widthHalf;
- // set values to correct vector component
- vector[ u ] = x * udir;
- vector[ v ] = y * vdir;
- vector[ w ] = depthHalf;
- // now apply vector to vertex buffer
- vertices.push( vector.x, vector.y, vector.z );
- // set values to correct vector component
- vector[ u ] = 0;
- vector[ v ] = 0;
- vector[ w ] = depth > 0 ? 1 : - 1;
- // now apply vector to normal buffer
- normals.push( vector.x, vector.y, vector.z );
- // uvs
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- // counters
- vertexCounter += 1;
- }
- }
- // indices
- // 1. you need three indices to draw a single face
- // 2. a single segment consists of two faces
- // 3. so we need to generate six (2*3) indices per segment
- for ( let iy = 0; iy < gridY; iy ++ ) {
- for ( let ix = 0; ix < gridX; ix ++ ) {
- const a = numberOfVertices + ix + gridX1 * iy;
- const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
- const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
- const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // increase counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, materialIndex );
- // calculate new start value for groups
- groupStart += groupCount;
- // update total number of vertices
- numberOfVertices += vertexCounter;
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {BoxGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
- }
- }
- export { BoxGeometry };
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